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