More random documentation.

This commit is contained in:
Rob Landley 2006-02-12 00:45:39 +00:00
parent 4926d643ea
commit c29a0f371a

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<ul>
<li><a href="#tips_encrypted_passwords">Encrypted Passwords</a></li>
<li><a href="#tips_vfork">Fork and vfork</a></li>
<li><a href="#tips_short_read">Short reads and writes</a></li>
</ul>
</ul>
@ -298,6 +299,39 @@ each other while traversing the free memory lists). The thing about vfork is
that it's a big red flag warning "there be dragons here" rather than
something subtle and thus even more dangerous.)</p>
<h2><a name="tips_sort_read">Short reads and writes</a></h2>
<p>Busybox has special functions, bb_full_read() and bb_full_write(), to
check that all the data we asked for got read or written. Is this a real
world consideration? Try the following:</p>
<pre>while true; do echo hello; sleep 1; done | tee out.txt</pre>
<p>If tee is implemented with bb_full_read(), tee doesn't display output
in real time but blocks until its entire input buffer (generally a couple
kilobytes) is read, then displays it all at once. In that case, we _want_
the short read, for user interface reasons. (Note that read() should never
return 0 unless it has hit the end of input, and an attempt to write 0
bytes should be ignored by the OS.)</p>
<p>As for short writes, play around with two processes piping data to each
other on the command line (cat bigfile | gzip > out.gz) and suspend and
resume a few times (ctrl-z to suspend, "fg" to resume). The writer can
experience short writes, which are especially dangerous because if you don't
notice them you'll discard data. They can also happen when a system is under
load and a fast process is piping to a slower one. (Such as an xterm waiting
on x11 when the scheduler decides X is being a CPU hog with all that
text console scrolling...)</p>
<p>So will data always be read from the far end of a pipe at the
same chunk sizes it was written in? Nope. Don't rely on that. For one
counterexample, see <a href="http://www.faqs.org/rfcs/rfc896.html">rfc 896</p>
for Nagle's algorithm</a>, which waits a fraction of a second or so before
sending out small amounts of data through a TCP/IP connection in case more
data comes in that can be merged into the same packet. (In case you were
wondering why action games that use TCP/IP set TCP_NODELAY to lower the latency
on their their sockets, now you know.)</p>
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