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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
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>The hard part is deciding what NOT to include.
21A project without boundaries will bloat itself
22to death. One of the hardest but most important things a project must
23do is draw a line and say "no, this is somebody else's problem, not
24something we should do."</p>
25
26<p>Some things are simply outside the scope of the project: even though
27posix defines commands for compiling and linking, we're not going to include
28a compiler or linker (and support for a potentially infinite number of hardware
29targets). And until somebody comes up with a ~30k ssh implementation (with
30a crypto algorithm that won't need replacing every 5 years), we're
31going 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
34trying to implement, and the reasons why we decided to include those
35features. After the 1.0 release some of that material may get moved here,
36but for now it needs its own page.</p>
37
38<p>There are potential features (such as a screen/tmux implementation)
39that might be worth adding after 1.0, in part because they could share
40infrastructure with things like "less" and "vi" so might be less work for
41us to do than an external from-scratch implementation. But for now, major
42new features outside posix, android's existing commands, and the needs of
43development 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
48is so long), but at the same time it's the optimization we care the least about.
49The essence of speed is being as efficient as possible, which means doing as
50little work as possible.  A design that's small and simple gets you 90% of the
51way there, and most of the rest is either fine-tuning or more trouble than
52it's worth (and often actually counterproductive).  Still, here's some
53advice:</p>
54
55<p>First, understand the darn problem you're trying to solve.  You'd think
56I wouldn't have to say this, but I do.  Trying to find a faster sorting
57algorithm is no substitute for figuring out a way to skip the sorting step
58entirely.  The fastest way to do anything is not to have to do it at all,
59and _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).
63Don't waste too much time trying to optimize something you can't measure,
64and there's no much point speeding up things you don't spend much time doing
65anyway.</p>
66
67<p>Understand the difference between throughput and latency.  Faster
68processors improve throughput, but don't always do much for latency.
69After 30 years of Moore's Law, most of the remaining problems are latency,
70not throughput.  (There are of course a few exceptions, like data compression
71code, encryption, rsync...)  Worry about throughput inside long-running
72loops, and worry about latency everywhere else.  (And don't worry too much
73about avoiding system calls or function calls or anything else in the name
74of speed unless you are in the middle of a tight loop that's you've already
75proven isn't running fast enough.)</p>
76
77<p>"Locality of reference" is generally nice, in all sorts of contexts.
78It's obvious that waiting for disk access is 1000x slower than doing stuff in
79RAM (and making the disk seek is 10x slower than sequential reads/writes),
80but it's just as true that a loop which stays in L1 cache is many times faster
81than a loop that has to wait for a DRAM fetch on each iteration.  Don't worry
82about whether "&" is faster than "%" until your executable loop stays in L1
83cache and the data access is fetching cache lines intelligently.  (To
84understand DRAM, L1, and L2 cache, read Hannibal's marvelous ram guide at Ars
85Technica:
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>,
89plus this
90<a href=http://arstechnica.com/articles/paedia/cpu/caching.ars/1>article on
91cacheing</a>, and this one on
92<a href=http://arstechnica.com/articles/paedia/cpu/bandwidth-latency.ars>bandwidth
93and latency</a>.
94And there's <a href=http://arstechnica.com/paedia/index.html>more where that came from</a>.)
95Running out of L1 cache can execute one instruction per clock cycle, going
96to L2 cache costs a dozen or so clock cycles, and waiting for a worst case dram
97fetch (round trip latency with a bank switch) can cost thousands of
98clock cycles.  (Historically, this disparity has gotten worse with time,
99just like the speed hit for swapping to disk.  These days, a _big_ L1 cache
100is 128k and a big L2 cache is a couple of megabytes.  A cheap low-power
101embedded 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
104memory managment units work</a>.  Don't touch
105memory you don't have to.  Even just reading memory evicts stuff from L1 and L2
106cache, which may have to be read back in later.  Writing memory can force the
107operating system to break copy-on-write, which allocates more memory.  (The
108memory returned by malloc() is only a virtual allocation, filled with lots of
109copy-on-write mappings of the zero page.  Actual physical pages get allocated
110when the copy-on-write gets broken by writing to the virtual page.  This
111is why checking the return value of malloc() isn't very useful anymore, it
112only detects running out of virtual memory, not physical memory.  Unless
113you'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
116start swap thrashing: any file backed page (ala mmap) can be evicted, and
117there's a reason all running programs require an executable file (they're
118mmaped, and can be flushed back to disk when memory is short).  And long
119before that, disk cache gets reclaimed and has to be read back in.  When the
120operating system really can't free up any more pages it triggers the out of
121memory killer to free up pages by killing processes (the alternative is the
122entire OS freezing solid).  Modern operating systems seldom run out of
123memory gracefully.</p>
124
125<p>Also, it's better to be simple than clever.  Many people think that mmap()
126is faster than read() because it avoids a copy, but twiddling with the memory
127management is itself slow, and can cause unnecessary CPU cache flushes.  And
128if a read faults in dozens of pages sequentially, but your mmap iterates
129backwards through a file (causing lots of seeks, each of which your program
130blocks waiting for), the read can be many times faster.  On the other hand, the
131mmap can sometimes use less memory, since the memory provided by mmap
132comes from the page cache (allocated anyway), and it can be faster if you're
133doing a lot of different updates to the same area.  The moral?  Measure, then
134try to speed things up, and measure again to confirm it actually _did_ speed
135things up rather than made them worse.  (And understanding what's really going
136on underneath is a big help to making it happen faster.)</p>
137
138<p>In general, being simple is better than being clever.  Optimization
139strategies change with time.  For example, decades ago precalculating a table
140of results (for things like isdigit() or cosine(int degrees)) was clearly
141faster because processors were so slow.  Then processors got faster and grew
142math coprocessors, and calculating the value each time became faster than
143the table lookup (because the calculation fit in L1 cache but the lookup
144had to go out to DRAM).  Then cache sizes got bigger (the Pentium M has
1452 megabytes of L2 cache) and the table fit in cache, so the table became
146fast again...  Predicting how changes in hardware will affect your algorithm
147is difficult, and using ten year old optimization advice and produce
148laughably bad results.  But being simple and efficient is always going to
149give at least a reasonable result.</p>
150
151<p>The famous quote from Ken Thompson, "When in doubt, use brute force",
152applies to toybox.  Do the simple thing first, do as little of it as possible,
153and 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
157is generally smaller.  Understand the problem, treat size as a cost, and
158get a good bang for the byte.</p>
159
160<p>Understand the difference between binary size, heap size, and stack size.
161Your binary is the executable file on disk, your heap is where malloc() memory
162lives, and your stack is where local variables (and function call return
163addresses) live.  Optimizing for binary size is generally good: executing
164fewer instructions makes your program run faster (and fits more of it in
165cache).  On embedded systems, binary size is especially precious because
166flash is expensive (and its successor, MRAM, even more so).  Small stack size
167is important for nommu systems because they have to preallocate their stack
168and 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
171something to be smaller is no guarantee it will be after the compiler's done
172with it.  Binary size isn't the most accurate indicator of the impact of a
173given change, because lots of things get combined and rounded during
174compilation and linking.  Matt Mackall's bloat-o-meter is a python script
175which compares two versions of a program, and shows size changes in each
176symbol (using the "nm" command behind the scenes).  To use this, run
177"make baseline" to build a baseline version to compare against, and
178then "make bloatometer" to compare that baseline version against the current
179code.</p>
180
181<p>Avoid special cases.  Whenever you see similar chunks of code in more than
182one place, it might be possible to combine them and have the users call shared
183code. (This is the most commonly cited trick, which doesn't make it easy. If
184seeing two lines of code do the same thing makes you slightly uncomfortable,
185you've got the right mindset.)</p>
186
187<p>Some specific advice: Using a char in place of an int when doing math
188produces significantly larger code on some platforms (notably arm),
189because each time the compiler has to emit code to convert it to int, do the
190math, and convert it back.  Bitfields have this problem on most platforms.
191Because of this, using char to index a for() loop is probably not a net win,
192although using char (or a bitfield) to store a value in a structure that's
193repeated hundreds of times can be a good tradeoff of binary size for heap
194space.</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
199a cost, and spend your complexity budget wisely. (Sometimes this means you
200can't afford a feature because it complicates the code too much to be
201worth it.)</p>
202
203<p>Simplicity has lots of benefits.  Simple code is easy to maintain, easy to
204port to new processors, easy to audit for security holes, and easy to
205understand.</p>
206
207<p>Simplicity itself can have subtle non-obvious aspects requiring a tradeoff
208between one kind of simplicity and another: simple for the computer to
209execute and simple for a human reader to understand aren't always the
210same thing. A compact and clever algorithm that does very little work may
211not be as easy to explain or understand as a larger more explicit version
212requiring more code, memory, and CPU time. When balancing these, err on the
213side of doing less work, but add comments describing how you
214could be more explicit.</p>
215
216<p>In general, comments are not a substitute for good code (or well chosen
217variable or function names). Commenting "x += y;" with "/* add y to x */"
218can actually detract from the program's readability. If you need to describe
219what the code is doing (rather than _why_ it's doing it), that means the
220code itself isn't very clear.</p>
221
222<p>Environmental dependencies are another type of complexity, so needing other
223packages to build or run is a big downside. For example, we don't use curses
224when we can simply output ansi escape sequences and trust all terminal
225programs written in the past 30 years to be able to support them. Regularly
226testing that we work with C libraries which support static linking (musl does,
227glibc doesn't) is another way to be self-contained with known boundaries:
228it doesn't have to be the only way to build the project, but should be regularly
229tested and supported.</p>
230
231<p>Prioritizing simplicity tends to serve our other goals: simplifying code
232generally reduces its size (both in terms of binary size and runtime memory
233usage), and avoiding unnecessary work makes code run faster. Smaller code
234also tends to run faster on modern hardware due to CPU cacheing: fitting your
235code 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
238balancing simplicity vs the other goals can be difficult. For example, the
239atolx_range() function in lib/lib.c always uses the 64 bit "long long" type,
240which produces larger and slower code on 32 bit platforms and
241often assigned into smaller interger types. Although libc has parallel
242implementations for different data sizes (atoi, atol, atoll) we chose a
243common codepath which can cover all cases (every user goes through the
244same codepath, with the maximum amount of testing and minimum and avoids
245surprising variations in behavior).</p>
246
247<p>On the other hand, the "tail" command has two codepaths, one for seekable
248files and one for nonseekable files. Although the nonseekable case can handle
249all inputs (and is required when input comes from a pipe or similar, so cannot
250be removed), reading through multiple gigabytes of data to reach the end of
251seekable files was both a common case and hugely penalized by a nonseekable
252approach (half-minute wait vs instant results). This is one example
253where performance did outweigh simplicity of implementation.</p>
254
255<p><a href=http://www.joelonsoftware.com/articles/fog0000000069.html>Joel
256Spolsky argues against throwing code out and starting over</a>, and he has
257good points: an existing debugged codebase contains a huge amount of baked
258in knowledge about strange real-world use cases that the designers didn't
259know about until users hit the bugs, and most of this knowledge is never
260explicitly 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
263out that until you've solved the problem you don't properly understand it, and
264about the time you finish your first version is when you've finally figured
265out what you _should_ have done.  (The corrolary is that if you build one
266expecting to throw it away, you'll actually wind up throwing away two.  You
267don'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
270that works and has been paid for is a corporate asset not lightly abandoned.
271Open source software can afford to re-implement code that works, over and
272over from scratch, for incremental gains.  Before toybox, the unix command line
273has already been reimplemented from scratch several times (the
274original AT&amp;T Unix command line in assembly and then in C, the BSD
275versions, Coherent was the first full from-scratch Unix clone in 1980,
276Minix was another clone which Linux was inspired by and developed under,
277the GNU tools were yet another rewrite intended for use in the stillborn
278"Hurd" project, BusyBox was still another rewrite, and more versions
279were written in Plan 9, uclinux, klibc, sash, sbase, s6, and of course
280android 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
283aircraft designer) said, "Perfection is achieved, not when there
284is nothing left to add, but when there is nothing left to take away."
285And Ken Thompson (creator of Unix) said "One of my most productive
286days was throwing away 1000 lines of code." It's always possible to
287come 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
291programmers 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
297as practical with bionic), and every other hardware platform Linux runs on.
298Other posix/susv4 environments (perhaps MacOS X or newlib+libgloss) are vaguely
299interesting but only if they're easy to support; I'm not going to spend much
300effort 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
305functions. We also assume certain "modern" linux kernel behavior such
306as 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
307released <a href=faq.html#support_horizon>July 2007</a>). In theory this shouldn't prevent us from working on
308older kernels or other implementations (ala BSD), but we don't police their
309corner 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
313hardware went mainstream in 2005 and was essentially ubiquitous
314by the end of the decade, but 32 bit hardware will continue to be important
315in embedded devices for several more years.</p>
316
317<p>Toybox relies on the fact that on any Unix-like platform, pointer and long
318are always the same size (on both 32 and 64 bit). Pointer and int are _not_
319the same size on 64 bit systems, but pointer and long are.
320This is guaranteed by the LP64 memory model, a Unix standard (which Linux
321and MacOS X both implement, and which modern 64 bit processors such as
322x86-64 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
325rationale</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
329insane 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
333platforms like arm, char defaults to signed.  This difference can lead to
334subtle portability bugs, and to avoid them we specify which one we want by
335feeding the compiler -funsigned-char.</p>
336
337<p>The reason to pick "unsigned" is that way char strings are 8-bit clean by
338default, 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
343don't use any sort of _("string") translation infrastructure. (We're not
344translating the command names themselves, so we must expect a minimum amount of
345english knowledge from our users, but let's keep it to a minimum.)</p>
346
347<p>Thus "bad -A '%c'" is
348preferable to "Unrecognized address base '%c'", because a non-english speaker
349can see that -A was the problem (giving back the command line argument they
350supplied). A user with a ~20 word english vocabulary is
351more likely to know (or guess) "bad" than the longer message, and you can
352use "bad" in place of "invalid", "inappropriate", "unrecognized"...
353Similarly 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
357localized by libc, and our error functions also prepend the command name
358(which non-english speakers can presumably recognize already). Keep the
359explanation in between to a minimum, and where possible feed back the values
360they passed in to identify _what_ we couldn't process.
361If you say perror_exit("setsockopt"), you've identified the action you
362were trying to take, and the perror gives a translated error message (from libc)
363explaining _why_ it couldn't do it, so you probably don't need to add english
364words 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
368necessary. Assume all input data might be utf8, and at least preserve
369it and pass it through. (For this reason, our build is -funsigned-char on
370all architectures; "char" is unsigned unless you stick "signed" in front
371of 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
377post-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
382required, 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>,
386and an easy way to set up "hermetic builds" (I.E. builds which provide
387their own dependencies, isolating the build logic from host command version
388skew with a simple known build environment). In both cases, external
389dependencies defeat the purpose.</p>
390
391<p>This means toybox should provide full functionality without relying
392on any external dependencies (other than libc). But toybox may optionally use
393libraries such as zlib and openssl to improve performance for things like
394deflate and sha1sum, which lets the corresponding built-in implementations
395be simple (and thus slow). But the built-in implementations need to exist and
396work.</p>
397
398<p>(This is why we use an external https wrapper program, because depending on
399openssl 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
406obviously correct answer. As in academia, "the fighting is so vicious because
407the stakes are so small". That said, being consistent makes the code readable,
408so 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
411columns. (Indentation of continuation lines is awkward no matter what
412you do, sometimes two spaces looks better, sometimes indenting to the
413contents of a parentheses looks better.)</p>
414
415<p>I'm aware this indentation style creeps some people out, so here's
416the sed invocation to convert groups of two leading spaces to tabs:</p>
417<blockquote><pre>
418sed -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>
423sed -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
428operator, so we don't give it a space for the same reason ++ doesn't get
429one. Yeah, it doesn't need the parentheses either, but it gets them.
430These rules are mostly to make the code look consistent, and thus easier
431to read.) We also put a space around assignment operators (on both sides),
432so "int x = 0;".</p>
433
434<p>Blank lines (vertical whitespace) go between thoughts. "We were doing that,
435now we're doing this." (Not a hard and fast rule about _where_ it goes,
436but 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
439them and other code. Yes, c99 allows you to put them anywhere, but they're
440harder to find if you do that. If there's a large enough distance between
441the declaration and the code using it to make you uncomfortable, maybe the
442function's too big, or is there an if statement or something you can
443use 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
446fits in 80 columns, on a second line if it doesn't. We usually only use
447curly brackets if we need to, either because the body is multiple lines or
448because we need to distinguish which if an else binds to. Curly brackets go
449on the same line as the test/loop statement. The exception to both cases is
450if the test part of an if statement is long enough to split into multiple
451lines, then we put the curly bracket on its own line afterwards (so it doesn't
452get lost in the multple line variably indented mess), and we put it there
453even if it's only grouping one line (because the indentation level is not
454providing clear information in that case).</p>
455
456<p>I.E.</p>
457
458<blockquote>
459<pre>
460if (thingy) thingy;
461else thingy;
462
463if (thingy) {
464  thingy;
465  thingy;
466} else thingy;
467
468if (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
476nested loops. In general, a goto should only jump forward (not back), and
477should either jump to the end of an outer loop, or to error handling code
478at the end of the function. Goto labels are never indented: they override the
479block structure of the file. Putting them at the left edge makes them easy
480to 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
483consistency. For example, we tend to say "*blah" instead of "blah[0]" unless
484we're referring to more than one element of blah. Similarly, NULL is
485really just 0 (and C will automatically typecast 0 to anything, except in
486varargs), "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
490concise, not cryptic: if you're worried about the code being hard to
491understand, splitting it to multiple steps on multiple lines is
492better than a NOP operation like "!= NULL". A common sign of trying too
493hard is nesting ? : three levels deep, sometimes if/else and a temporary
494variable is just plain easier to read. If you think you need a comment,
495you may be right.</p>
496
497<p>Comments are nice, but don't overdo it. Comments should explain _why_,
498not how. If the code doesn't make the how part obvious, that's a problem with
499the code. Sometimes choosing a better variable name is more revealing than a
500comment. Comments on their own line are better than comments on the end of
501lines, and they usually have a blank line before them. Most of toybox's
502comments are c99 style // single line comments, even when there's more than
503one of them. The /* multiline */ style is used at the start for the metadata,
504but not so much in the code itself. They don't nest cleanly, are easy to leave
505accidentally unterminated, need extra nonfunctional * to look right, and if
506you need _that_ much explanation maybe what you really need is a URL citation
507linking to a standards document? Long comments can fall out of sync with what
508the code is doing. Comments do not get regression tested. There's no such
509thing as self-documenting code (if nothing else, code with _no_ comments
510is a bit unfriendly to new readers), but "chocolate sauce isn't the answer
511to bad cooking" either. Don't use comments as a crutch to explain unclear
512code if the code can be fixed.</p>
513
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