git 合并分支遇到的错误

git commit -m "合并后的b1.txt" * 提交的本地仓库

// 报错 fatal: cannot do a partial commit during a merge.

只需要在后面加一个-i 解决问题

git commit -m "手动处理文件合并问题" b1.txt -i

先修改合并后的文件内容

然后添加到缓存区

再提交到本地仓库时 后面加-i

提交到远程仓库

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Keyboard shortcuts A quick reference guide to UltraEdit's default keyboard shortcuts Keymapping and custom hotkeys How to customize 键映射s and menu hotkeys Column Markers The benefit of a column maker is that it can help you to format your text/code, or in some cases to make it easier to read in complex nested logic. Quick Open UltraEdit and UEStudio provide multiple methods to quickly open files without using the standard Open File dialog. A favorite method among power users is the Quick Open in the File menu. The benefit of the quick open dialog is that it loads up very... Vertical & Horizontal Split Window This is a convenient feature when you're manually comparing files, when you want to copy/paste between multiple files, or when you simply want to divide up your edit space. Tabbed Child Windows Declutter your edit space by using the tabbed child windows feature Auto-Hide Child Windows When you're deep in your code, the most important thing is editing space. The all new auto-hide child windows give you The all new auto-hide child windows allow you to maximize your editing space by hiding the child windows against the edge of the editor. Customizing toolbars Did you know that you can not only change what is on UltraEdit's toolbars, you can also change the icon used, as well as create your own custom toolbars and tools? File tabs Understand how file tabs can be displayed, controlled and configured through the window docking system in UltraEdit/UEStudio. Create user/project tools Execute DOS or Windows commands in UltraEdit or UEStudio Temporary Files UltraEdit and UEStudio use temporary files... but what are temporary files? This power tip provides an explanation as well as some tips to get the most out of temp files. Backup and Restore Settings One of the staples of UltraEdit (and UEStudio) is its highly configurable interface and features. However, what happens when you're moving to a new system and you want to port your settings and customizations over along with UltraEdit? Add a webpage to your toolbar Use UltraEdit's powerful user tools to launch your favorite website from the click of a button on your toolbar Integrate Yahoo!, Google, Wikipedia and more with UltraEdit This tutorial will show you how to access the information you need in your browser by simply highlighting your text in the edit window and clicking your toolbar button How to install UE3 UE3 is the portable version of UltraEdit developed specifically for the U3 smart drive. You will need a U3-compatible USB drive for this power tip Scripting tutorial An introduction to UltraEdit's integrated scripting feature The List Lines Containing String option in Find The lists lines option can be a handy tool when searching because it presents all occurrences of the find string in a floating dialog box. You can use the dialog to navigate to each instance by double-clicking on one of the result lines... Scripting Access to the Clipboard How to access the Clipboard using the integrated scripting engine Scripting access to output window How to access the output window using the integrated scripting engine Writing a macro Steps to record and edit powerful macros to quickly and efficiently edit files Using "copied" and "selected" variables for dynamic macros Use copied and selected text in macros to dramatically increase the power and flexibility of UltraEdit macros Run a macro or script from the command line We are often asked if it is possible to run an UltraEdit macro or script on a file from the command line. The answer is yes - and it's not only possible, it's extremely simple! Using find/replace UltraEdit and UEStudio give you the ability to perform a find or replace through one or more files. Learn how to use UltraEdit/UEStudio's powerful find and replace. Multiline find and replace Search and replace text spanning several lines Incremental search Incremental search is an inline, progressive search that allows you to find matched text as you type, much like Firefox's search feature Regular expressions Regular Expressions are essentially patterns (rather than specific strings) that are used with Find/Replace operations. This guide can dramatically improve your speed and efficiency for Find/Replace Tagged expressions "Tagging" the find data allows UltraEdit/UEStudio to re-use the data similar to variable during a replace. For example, If ^(h*o^) ^(f*s^) matches "hello folks", ^2 ^1 would replace it with "folks hello". Perl compatible regular expressions An introduction to using Perl-style regular expressions for search/replace Perl regex tutorial: non-greedy regular expressions Have you ever built a complex Perl-style regular expression, only to find that it matches much more data than you anticipated? If you've ever found yourself pulling your hair out trying to build the perfect regular expression to match the least amoun... Remove blank lines A question we often see is "I have a lot of blank lines in my file and I don't want to go through and manually delete them. Is there an easier way to do this?" The answer is: yes! Configure FTP Set up and configure multiple FTP accounts TaskMatch Environments How to use TaskMatch Environments in UltraEdit and UEStudio Configure FTP backup Save a local copy of your files when you transfer them to FTP directories Encrypt and Decrypt Text Files Use UltraEdit to encrypt and decrypt your text files Link to remote directories Sync local directories with remote (FTP/SFTP) directories Compare Modified File Against Source File How to compare the modified file against the source file on disk. Column Based Find and Replace Need to restrict your search/replace to a specific column range? The column based search does just that... 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Learn how to configure UltraEdit to optimize editing large text files Multiple configuration environments of Ultraedit/UEstudio How to set up your separate environments for UltraEdit/UEStudio Java compiler Create a custom user tool to compile Java code, using the command line, from within UltraEdit Configure UltraEdit with javascript lint How to check your JavaScript source code for common mistakes without actually running the script or opening the web page Character properties at your fingertips Access the properties of a character with the click of a button Ctags Set up and configure Ctags for use in UltraEdit Visual SourceSafe integration Create a customized user tool to check out files from Visual SourceSafe Running WebFOCUS from UltraEdit Configure UltraEdit for use with WebFOCUS CSE HTML Validator CSE HTML Validator for Windows is the most powerful, easy to use, user configurable, and all-in-one HTML, XHTML, CSS, link, spelling, and accessibility checker available. 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Group Files and Folders with Projects How to group your files and folders using Projects UltraEdit for Linux 使用技巧 FTP through Nautilus Did you know that you can access remote FTP files in UltraEdit for Linux with a variety of server connection protocols? Using Nautilus, the default file manager for the popular GNOME desktop, you can access files via FTP, SFTP, Windows shares, or even... Primary Select Using Linux's primary select feature in UltraEdit for Linux Custom terminal Set up a user tool to interact with the command line and specify a custom terminal for output Custom file browser UltraEdit for Linux allows you to right-click any file or folder in your Project (from the File View) and browse it on the file system. But did you know that you can configure which file browser is launched from UltraEdit? Scripting tutorial An introduction to the integrated scripting feature in UltraEdit for Linux Writing a macro Steps to record and edit powerful macros to quickly and efficiently edit files Vertical and horizontal split window editing This is a convenient feature when you're manually comparing files, when you want to copy/paste between multiple files, or when you simply want to divide up your edit space. Find and Replace A guide to the powerful features and options available under the "Search" menu. Find in Selected Text Find and Replace is a cornerstone feature for UltraEdit, so it is of course integral to UltraEdit for Linux. The Linux version offers the same features as in the Windows version, as well as additional features. One specific feature that was improved... Using bookmarks Provides a way for you to mark and quickly access lines of interest in your files via bookmarks. To add a bookmark, make sure the cursor is positioned on the line you'd like to bookmark. Press CTRL + F2.... Adding a wordfile Add a language definition to your wordfile for use with UltraEdit's powerful syntax highlighting Projects In UltraEdit for Linux, projects are a convenient, time-saving, feature that allow you to group and manage associated files. Additionally, Projects are integrated throughout the framework of UltraEdit making it easier to perform other actions on your... Search Favorites UltraEdit for Linux includes a Search and Replace Favorites feature that allows you to manage frequently used Find and Replace strings. Create, name, and edit your Search and Replace Favorites... Column mode How to use column and block selection mode in UltraEdit for Linux Templates How to create text editing templates in UltraEdit for Linux Keyboard shortcuts A quick reference guide to UltraEdit's (Linux) default keyboard shortcuts How to use the UltraEdit for Linux tar package This guide shows you how to download and use the tar.gz package of UltraEdit UltraEdit for Linux v1.20: Scripting enhancements One of UEx's trademark features is the ability to automate tasks through scripting; v1.2 extends the power of scripting further with includes. UltraEdit for Linux Command Line Support UltraEdit for Linux has many convenient command line options and flags for calling UEx from a console/terminal as part of a script, or simply for convenience. Advanced file sorting Sort files in UEx with a powerful array of options and settings, including optional sort keys UltraCompare 使用技巧 Compare text snippets A tutorial showing you how to compare text snippets without having to save your snippets into a file. Diff your snippets, merge your changes, save the result as a separate file, then clear out the snippets (and their temp files...) Increase your virtual memory Large file comparisons may require your system to use virtual memory. This tutorial shows you how to configure Windows to increase the amount of virtual memory on your system. Compare large files UltraCompare is a very robust file comparison tool which includes support for comparing large files even several GB large. This power tip shows you how to optimize UltraCompare for maximum performance when working with large files. Compare .zip, .rar., and .jar Archives Got Archives? UltraCompare's archive compare feature allows you to compare the contents of .zip files, .rar files, Java .jar files, and even password-protected .zip files. Use the archive compare and examine differences between archives or folders on th Version Control Comparison UltraCompare v6.40 includes major improvements to the command line support that allow greater flexibility when integrating with other applications. If you're using version control in a team development environment, then UltraCompare v6.40 is exactly... Visually inspect HTML code How to use UltraCompare Professional's integrated browser view to visually compare and inspect HTML code Compare directories using FTP/SFTP Configure FTP/SFTP accounts in UltraCompare Professional to backup or sync FTP directories and compare local and remote folders. 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Customizing colors Tutorial on how to change the colors for folder/file compare in UltraCompare Reload previously active sessions When you're doing complex file and folder compare operations, it doesn't take long to open quite a few tabs. What happens when you close UC to move on to another task or to go home for the day- lose the session? Not with Reload active sessions... Session Manager If you've compared the same set of files/folders more than once... You need sessions. Sessions allow you to save compare options for a common set of files or folders which you can quickly recall anytime you open UltraCompare. Not only can you save... Workspace Manager The Workspace Manager is all about convenience, so the Explorer view allows you to drag/drop files and folders for quick and easy compare operations. Simply select the folder (or file) in the Explorer view and drag it to the compare frame. Bookmark Favorite Files/Folders in UltraCompare How to use Favorite in UltraCompare to bookmark your commonly used files/folders. FTP in Workspace Manager You can access your accounts through the Explorer tab of the Workspace Manager in UltraCompare Share FTP Accounts with UltraEdit/UEStudio Set up UltraEdit/UEStudio to share FTP accounts with UltraCompare FTP Folder Compare with CRC Have you wanted to do a quick folder compare - between a local directory and remote directory - without downloading the files first? No problem... As of v7.20, UltraCompare now supports an FTP CRC compare method. With the CRC compare feature... Mark and hide files and folders in folder compare Have you ever wanted to hide files/folders that aren't relevant for your immediate compare needs? We have... While UltraCompare offers many compare filters and ignore options, sometimes you just need more control... UltraSentry 使用技巧 Web browser cleanup Use UltraSentry to securely clean up history and temporary files associated with web browsers Application Cleaning Support Clean the sensitive data left behind after running your applications Delete browser cookies Protect your privacy and your security by securely deleting malicious or private cookies Download directory cleanup Securely delete your download history with UltraSentry Optimize your browser Using UltraSentry to improve speed, performance, and security of your browser Explorer/Microsoft office Integration Tips for integrating UltraSentry into the right-click context menu in Windows Explorer or MS Office Stealth mode Tutorial for running UltraSentry in the background or system tray Scheduling a task Tutorial for scheduling UltraSentry to automatically execute a specific cleaning task Run UltraSentry as a system service How to Schedule your profiles/cleaning operations and be sure that UltraSentry is running them whether you are logged in or not Using the Wizard UltraSentry's wizard makes secure/privacy cleaning operations quick and easy. This power tip shows you how to use the wizard. Total System Scrub Information on how to use UltraSentry's "Full System Scrub" profile to protect your privacy and secure your sensitive data Custom profiles This power tip describes how to set up your own custom profile so that you can securely clean only areas of the system that you wish to clean Securely delete email How to securely delete email on your system using UltraSentry Advanced features This power tip describes some of the advanced features and functionality of UltraSentry
In software engineering, mostly low-level languages were used for many years, which were closer to the computer machine code than to human language. In the 70s, Brian Kernighan and Dennis Ritchie created the language C. It was quite similar to human language, making it easier and faster to write code, while keeping a high level of abstraction. This allowed the realization of concepts and ideas, which was not possible for the previous languages as they were forced to focus on the processor's language. Later, Smalltalk and C++ permitted the shaping of concepts and ideas through objects‚ providing a new way to structure applications and write programs. With the object-oriented languages, any system could be created with increasing complexity in a more manageable way, thanks to the modeling of entities in the form of types and the collaboration between them. In some cases, object-oriented programming introduces or causes inefficiencies, and aspect-oriented programming helps in filling these gaps. The aim of Aspect-Oriented Programming (AOP) is not to replace Object-Oriented Programming (OOP), but to complement it, allowing you to create clearer and better structured programs. Gregor Kiczales, one of the founders of AOP, said (an extract from http://www.cs.ubc.ca/~gregor/papers/kiczales-ECOOP1997-AOP.pdf) "We have found many programming problems for which neither procedural nor object-oriented programming techniques are sufficient to clearly capture some of the important design decisions the program must implement. This forces the implementation of those design decisions to be scattered throughout the code, resulting in tangled code that is excessively difficult to develop and maintain." Neither aspect-oriented programming nor object-oriented programming can make up for a bad design: The first assumption is that a software system is well-designed. There is no solution for a badly designed system, and also none for a badly implemented system. There is only one good strategy: to change it. The difference between a good and a bad design is the capacity to evolve and adapt to new requirements without being twisted. Object-oriented programming, supported by aspect-oriented programming, helps designers and developers in this direction. This material is copyright and is licensed for the sole use by Richard Ostheimer on 6th June 2009 2205 hilda ave., , missoula, , 59801
Computer Networking: A Top-Down Approach, 6th Edition Solutions to Review Questions and Problems Version Date: May 2012 This document contains the solutions to review questions and problems for the 5th edition of Computer Networking: A Top-Down Approach by Jim Kurose and Keith Ross. These solutions are being made available to instructors ONLY. Please do NOT copy or distribute this document to others (even other instructors). Please do not post any solutions on a publicly-available Web site. We’ll be happy to provide a copy (up-to-date) of this solution manual ourselves to anyone who asks. Acknowledgments: Over the years, several students and colleagues have helped us prepare this solutions manual. Special thanks goes to HongGang Zhang, Rakesh Kumar, Prithula Dhungel, and Vijay Annapureddy. Also thanks to all the readers who have made suggestions and corrected errors. All material © copyright 1996-2012 by J.F. Kurose and K.W. Ross. All rights reserved Chapter 1 Review Questions There is no difference. Throughout this text, the words “host” and “end system” are used interchangeably. End systems include PCs, workstations, Web servers, mail servers, PDAs, Internet-connected game consoles, etc. From Wikipedia: Diplomatic protocol is commonly described as a set of international courtesy rules. These well-established and time-honored rules have made it easier for nations and people to live and work together. Part of protocol has always been the acknowledgment of the hierarchical standing of all present. Protocol rules are based on the principles of civility. Standards are important for protocols so that people can create networking systems and products that interoperate. 1. Dial-up modem over telephone line: home; 2. DSL over telephone line: home or small office; 3. Cable to HFC: home; 4. 100 Mbps switched Ethernet: enterprise; 5. Wifi (802.11): home and enterprise: 6. 3G and 4G: wide-area wireless. HFC bandwidth is shared among the users. On the downstream channel, all packets emanate from a single source, namely, the head end. Thus, there are no collisions in the downstream channel. In most American cities, the current possibilities include: dial-up; DSL; cable modem; fiber-to-the-home. 7. Ethernet LANs have transmission rates of 10 Mbps, 100 Mbps, 1 Gbps and 10 Gbps. 8. Today, Ethernet most commonly runs over twisted-pair copper wire. It also can run over fibers optic links. 9. Dial up modems: up to 56 Kbps, bandwidth is dedicated; ADSL: up to 24 Mbps downstream and 2.5 Mbps upstream, bandwidth is dedicated; HFC, rates up to 42.8 Mbps and upstream rates of up to 30.7 Mbps, bandwidth is shared. FTTH: 2-10Mbps upload; 10-20 Mbps download; bandwidth is not shared. 10. There are two popular wireless Internet access technologies today: Wifi (802.11) In a wireless LAN, wireless users transmit/receive packets to/from an base station (i.e., wireless access point) within a radius of few tens of meters. The base station is typically connected to the wired Internet and thus serves to connect wireless users to the wired network. 3G and 4G wide-area wireless access networks. In these systems, packets are transmitted over the same wireless infrastructure used for cellular telephony, with the base station thus being managed by a telecommunications provider. This provides wireless access to users within a radius of tens of kilometers of the base station. 11. At time t0 the sending host begins to transmit. At time t1 = L/R1, the sending host completes transmission and the entire packet is received at the router (no propagation delay). Because the router has the entire packet at time t1, it can begin to transmit the packet to the receiving host at time t1. At time t2 = t1 + L/R2, the router completes transmission and the entire packet is received at the receiving host (again, no propagation delay). Thus, the end-to-end delay is L/R1 + L/R2. 12. A circuit-switched network can guarantee a certain amount of end-to-end bandwidth for the duration of a call. Most packet-switched networks today (including the Internet) cannot make any end-to-end guarantees for bandwidth. FDM requires sophisticated analog hardware to shift signal into appropriate frequency bands. 13. a) 2 users can be supported because each user requires half of the link bandwidth. b) Since each user requires 1Mbps when transmitting, if two or fewer users transmit simultaneously, a maximum of 2Mbps will be required. Since the available bandwidth of the shared link is 2Mbps, there will be no queuing delay before the link. Whereas, if three users transmit simultaneously, the bandwidth required will be 3Mbps which is more than the available bandwidth of the shared link. In this case, there will be queuing delay before the link. c) Probability that a given user is transmitting = 0.2 d) Probability that all three users are transmitting simultaneously = = (0.2)3 = 0.008. Since the queue grows when all the users are transmitting, the fraction of time during which the queue grows (which is equal to the probability that all three users are transmitting simultaneously) is 0.008. 14. If the two ISPs do not peer with each other, then when they send traffic to each other they have to send the traffic through a provider ISP (intermediary), to which they have to pay for carrying the traffic. By peering with each other directly, the two ISPs can reduce their payments to their provider ISPs. An Internet Exchange Points (IXP) (typically in a standalone building with its own switches) is a meeting point where multiple ISPs can connect and/or peer together. An ISP earns its money by charging each of the the ISPs that connect to the IXP a relatively small fee, which may depend on the amount of traffic sent to or received from the IXP. 15. Google's private network connects together all its data centers, big and small. Traffic between the Google data centers passes over its private network rather than over the public Internet. Many of these data centers are located in, or close to, lower tier ISPs. Therefore, when Google delivers content to a user, it often can bypass higher tier ISPs. What motivates content providers to create these networks? First, the content provider has more control over the user experience, since it has to use few intermediary ISPs. Second, it can save money by sending less traffic into provider networks. Third, if ISPs decide to charge more money to highly profitable content providers (in countries where net neutrality doesn't apply), the content providers can avoid these extra payments. 16. The delay components are processing delays, transmission delays, propagation delays, and queuing delays. All of these delays are fixed, except for the queuing delays, which are variable. 17. a) 1000 km, 1 Mbps, 100 bytes b) 100 km, 1 Mbps, 100 bytes 18. 10msec; d/s; no; no 19. a) 500 kbps b) 64 seconds c) 100kbps; 320 seconds 20. End system A breaks the large file into chunks. It adds header to each chunk, thereby generating multiple packets from the file. The header in each packet includes the IP address of the destination (end system B). The packet switch uses the destination IP address in the packet to determine the outgoing link. Asking which road to take is analogous to a packet asking which outgoing link it should be forwarded on, given the packet’s destination address. 21. The maximum emission rate is 500 packets/sec and the maximum transmission rate is 350 packets/sec. The corresponding traffic intensity is 500/350 =1.43 > 1. Loss will eventually occur for each experiment; but the time when loss first occurs will be different from one experiment to the next due to the randomness in the emission process. 22. Five generic tasks are error control, flow control, segmentation and reassembly, multiplexing, and connection setup. Yes, these tasks can be duplicated at different layers. For example, error control is often provided at more than one layer. 23. The five layers in the Internet protocol stack are – from top to bottom – the application layer, the transport layer, the network layer, the link layer, and the physical layer. The principal responsibilities are outlined in Section 1.5.1. 24. Application-layer message: data which an application wants to send and passed onto the transport layer; transport-layer segment: generated by the transport layer and encapsulates application-layer message with transport layer header; network-layer datagram: encapsulates transport-layer segment with a network-layer header; link-layer frame: encapsulates network-layer datagram with a link-layer header. 25. Routers process network, link and physical layers (layers 1 through 3). (This is a little bit of a white lie, as modern routers sometimes act as firewalls or caching components, and process Transport layer as well.) Link layer switches process link and physical layers (layers 1 through2). Hosts process all five layers. 26. a) Virus Requires some form of human interaction to spread. Classic example: E-mail viruses. b) Worms No user replication needed. Worm in infected host scans IP addresses and port numbers, looking for vulnerable processes to infect. 27. Creation of a botnet requires an attacker to find vulnerability in some application or system (e.g. exploiting the buffer overflow vulnerability that might exist in an application). After finding the vulnerability, the attacker needs to scan for hosts that are vulnerable. The target is basically to compromise a series of systems by exploiting that particular vulnerability. Any system that is part of the botnet can automatically scan its environment and propagate by exploiting the vulnerability. An important property of such botnets is that the originator of the botnet can remotely control and issue commands to all the nodes in the botnet. Hence, it becomes possible for the attacker to issue a command to all the nodes, that target a single node (for example, all nodes in the botnet might be commanded by the attacker to send a TCP SYN message to the target, which might result in a TCP SYN flood attack at the target). 28. Trudy can pretend to be Bob to Alice (and vice-versa) and partially or completely modify the message(s) being sent from Bob to Alice. For example, she can easily change the phrase “Alice, I owe you $1000” to “Alice, I owe you $10,000”. Furthermore, Trudy can even drop the packets that are being sent by Bob to Alice (and vise-versa), even if the packets from Bob to Alice are encrypted. Chapter 1 Problems Problem 1 There is no single right answer to this question. Many protocols would do the trick. Here's a simple answer below: Messages from ATM machine to Server Msg name purpose -------- ------- HELO Let server know that there is a card in the ATM machine ATM card transmits user ID to Server PASSWD User enters PIN, which is sent to server BALANCE User requests balance WITHDRAWL User asks to withdraw money BYE user all done Messages from Server to ATM machine (display) Msg name purpose -------- ------- PASSWD Ask user for PIN (password) OK last requested operation (PASSWD, WITHDRAWL) OK ERR last requested operation (PASSWD, WITHDRAWL) in ERROR AMOUNT sent in response to BALANCE request BYE user done, display welcome screen at ATM Correct operation: client server HELO (userid) --------------> (check if valid userid) <------------- PASSWD PASSWD --------------> (check password) <------------- AMOUNT WITHDRAWL --------------> check if enough $ to cover withdrawl (check if valid userid) <------------- PASSWD PASSWD --------------> (check password) <------------- AMOUNT WITHDRAWL --------------> check if enough $ to cover withdrawl <------------- BYE Problem 2 At time N*(L/R) the first packet has reached the destination, the second packet is stored in the last router, the third packet is stored in the next-to-last router, etc. At time N*(L/R) + L/R, the second packet has reached the destination, the third packet is stored in the last router, etc. Continuing with this logic, we see that at time N*(L/R) + (P-1)*(L/R) = (N+P-1)*(L/R) all packets have reached the destination. Problem 3 a) A circuit-switched network would be well suited to the application, because the application involves long sessions with predictable smooth bandwidth requirements. Since the transmission rate is known and not bursty, bandwidth can be reserved for each application session without significant waste. In addition, the overhead costs of setting up and tearing down connections are amortized over the lengthy duration of a typical application session. b) In the worst case, all the applications simultaneously transmit over one or more network links. However, since each link has sufficient bandwidth to handle the sum of all of the applications' data rates, no congestion (very little queuing) will occur. Given such generous link capacities, the network does not need congestion control mechanisms. Problem 4 Between the switch in the upper left and the switch in the upper right we can have 4 connections. Similarly we can have four connections between each of the 3 other pairs of adjacent switches. Thus, this network can support up to 16 connections. We can 4 connections passing through the switch in the upper-right-hand corner and another 4 connections passing through the switch in the lower-left-hand corner, giving a total of 8 connections. Yes. For the connections between A and C, we route two connections through B and two connections through D. For the connections between B and D, we route two connections through A and two connections through C. In this manner, there are at most 4 connections passing through any link. Problem 5 Tollbooths are 75 km apart, and the cars propagate at 100km/hr. A tollbooth services a car at a rate of one car every 12 seconds. a) There are ten cars. It takes 120 seconds, or 2 minutes, for the first tollbooth to service the 10 cars. Each of these cars has a propagation delay of 45 minutes (travel 75 km) before arriving at the second tollbooth. Thus, all the cars are lined up before the second tollbooth after 47 minutes. The whole process repeats itself for traveling between the second and third tollbooths. It also takes 2 minutes for the third tollbooth to service the 10 cars. Thus the total delay is 96 minutes. b) Delay between tollbooths is 8*12 seconds plus 45 minutes, i.e., 46 minutes and 36 seconds. The total delay is twice this amount plus 8*12 seconds, i.e., 94 minutes and 48 seconds. Problem 6 a) seconds. b) seconds. c) seconds. d) The bit is just leaving Host A. e) The first bit is in the link and has not reached Host B. f) The first bit has reached Host B. g) Want km. Problem 7 Consider the first bit in a packet. Before this bit can be transmitted, all of the bits in the packet must be generated. This requires sec=7msec. The time required to transmit the packet is sec= sec. Propagation delay = 10 msec. The delay until decoding is 7msec + sec + 10msec = 17.224msec A similar analysis shows that all bits experience a delay of 17.224 msec. Problem 8 a) 20 users can be supported. b) . c) . d) . We use the central limit theorem to approximate this probability. Let be independent random variables such that . “21 or more users” when is a standard normal r.v. Thus “21 or more users” . Problem 9 10,000 Problem 10 The first end system requires L/R1 to transmit the packet onto the first link; the packet propagates over the first link in d1/s1; the packet switch adds a processing delay of dproc; after receiving the entire packet, the packet switch connecting the first and the second link requires L/R2 to transmit the packet onto the second link; the packet propagates over the second link in d2/s2. Similarly, we can find the delay caused by the second switch and the third link: L/R3, dproc, and d3/s3. Adding these five delays gives dend-end = L/R1 + L/R2 + L/R3 + d1/s1 + d2/s2 + d3/s3+ dproc+ dproc To answer the second question, we simply plug the values into the equation to get 6 + 6 + 6 + 20+16 + 4 + 3 + 3 = 64 msec. Problem 11 Because bits are immediately transmitted, the packet switch does not introduce any delay; in particular, it does not introduce a transmission delay. Thus, dend-end = L/R + d1/s1 + d2/s2+ d3/s3 For the values in Problem 10, we get 6 + 20 + 16 + 4 = 46 msec. Problem 12 The arriving packet must first wait for the link to transmit 4.5 *1,500 bytes = 6,750 bytes or 54,000 bits. Since these bits are transmitted at 2 Mbps, the queuing delay is 27 msec. Generally, the queuing delay is (nL + (L - x))/R. Problem 13 The queuing delay is 0 for the first transmitted packet, L/R for the second transmitted packet, and generally, (n-1)L/R for the nth transmitted packet. Thus, the average delay for the N packets is: (L/R + 2L/R + ....... + (N-1)L/R)/N = L/(RN) * (1 + 2 + ..... + (N-1)) = L/(RN) * N(N-1)/2 = LN(N-1)/(2RN) = (N-1)L/(2R) Note that here we used the well-known fact: 1 + 2 + ....... + N = N(N+1)/2 It takes seconds to transmit the packets. Thus, the buffer is empty when a each batch of packets arrive. Thus, the average delay of a packet across all batches is the average delay within one batch, i.e., (N-1)L/2R. Problem 14 The transmission delay is . The total delay is Let . Total delay = For x=0, the total delay =0; as we increase x, total delay increases, approaching infinity as x approaches 1/a. Problem 15 Total delay . Problem 16 The total number of packets in the system includes those in the buffer and the packet that is being transmitted. So, N=10+1. Because , so (10+1)=a*(queuing delay + transmission delay). That is, 11=a*(0.01+1/100)=a*(0.01+0.01). Thus, a=550 packets/sec. Problem 17 There are nodes (the source host and the routers). Let denote the processing delay at the th node. Let be the transmission rate of the th link and let . Let be the propagation delay across the th link. Then . Let denote the average queuing delay at node . Then . Problem 18 On linux you can use the command traceroute www.targethost.com and in the Windows command prompt you can use tracert www.targethost.com In either case, you will get three delay measurements. For those three measurements you can calculate the mean and standard deviation. Repeat the experiment at different times of the day and comment on any changes. Here is an example solution: Traceroutes between San Diego Super Computer Center and www.poly.edu The average (mean) of the round-trip delays at each of the three hours is 71.18 ms, 71.38 ms and 71.55 ms, respectively. The standard deviations are 0.075 ms, 0.21 ms, 0.05 ms, respectively. In this example, the traceroutes have 12 routers in the path at each of the three hours. No, the paths didn’t change during any of the hours. Traceroute packets passed through four ISP networks from source to destination. Yes, in this experiment the largest delays occurred at peering interfaces between adjacent ISPs. Traceroutes from www.stella-net.net (France) to www.poly.edu (USA). The average round-trip delays at each of the three hours are 87.09 ms, 86.35 ms and 86.48 ms, respectively. The standard deviations are 0.53 ms, 0.18 ms, 0.23 ms, respectively. In this example, there are 11 routers in the path at each of the three hours. No, the paths didn’t change during any of the hours. Traceroute packets passed three ISP networks from source to destination. Yes, in this experiment the largest delays occurred at peering interfaces between adjacent ISPs. Problem 19 An example solution: Traceroutes from two different cities in France to New York City in United States In these traceroutes from two different cities in France to the same destination host in United States, seven links are in common including the transatlantic link. In this example of traceroutes from one city in France and from another city in Germany to the same host in United States, three links are in common including the transatlantic link. Traceroutes to two different cities in China from same host in United States Five links are common in the two traceroutes. The two traceroutes diverge before reaching China Problem 20 Throughput = min{Rs, Rc, R/M} Problem 21 If only use one path, the max throughput is given by: . If use all paths, the max throughput is given by . Problem 22 Probability of successfully receiving a packet is: ps= (1-p)N. The number of transmissions needed to be performed until the packet is successfully received by the client is a geometric random variable with success probability ps. Thus, the average number of transmissions needed is given by: 1/ps . Then, the average number of re-transmissions needed is given by: 1/ps -1. Problem 23 Let’s call the first packet A and call the second packet B. If the bottleneck link is the first link, then packet B is queued at the first link waiting for the transmission of packet A. So the packet inter-arrival time at the destination is simply L/Rs. If the second link is the bottleneck link and both packets are sent back to back, it must be true that the second packet arrives at the input queue of the second link before the second link finishes the transmission of the first packet. That is, L/Rs + L/Rs + dprop = L/Rs + dprop + L/Rc Thus, the minimum value of T is L/Rc  L/Rs . Problem 24 40 terabytes = 40 * 1012 * 8 bits. So, if using the dedicated link, it will take 40 * 1012 * 8 / (100 *106 ) =3200000 seconds = 37 days. But with FedEx overnight delivery, you can guarantee the data arrives in one day, and it should cost less than $100. Problem 25 160,000 bits 160,000 bits The bandwidth-delay product of a link is the maximum number of bits that can be in the link. the width of a bit = length of link / bandwidth-delay product, so 1 bit is 125 meters long, which is longer than a football field s/R Problem 26 s/R=20000km, then R=s/20000km= 2.5*108/(2*107)= 12.5 bps Problem 27 80,000,000 bits 800,000 bits, this is because that the maximum number of bits that will be in the link at any given time = min(bandwidth delay product, packet size) = 800,000 bits. .25 meters Problem 28 ttrans + tprop = 400 msec + 80 msec = 480 msec. 20 * (ttrans + 2 tprop) = 20*(20 msec + 80 msec) = 2 sec. Breaking up a file takes longer to transmit because each data packet and its corresponding acknowledgement packet add their own propagation delays. Problem 29 Recall geostationary satellite is 36,000 kilometers away from earth surface. 150 msec 1,500,000 bits 600,000,000 bits Problem 30 Let’s suppose the passenger and his/her bags correspond to the data unit arriving to the top of the protocol stack. When the passenger checks in, his/her bags are checked, and a tag is attached to the bags and ticket. This is additional information added in the Baggage layer if Figure 1.20 that allows the Baggage layer to implement the service or separating the passengers and baggage on the sending side, and then reuniting them (hopefully!) on the destination side. When a passenger then passes through security and additional stamp is often added to his/her ticket, indicating that the passenger has passed through a security check. This information is used to ensure (e.g., by later checks for the security information) secure transfer of people. Problem 31 Time to send message from source host to first packet switch = With store-and-forward switching, the total time to move message from source host to destination host = Time to send 1st packet from source host to first packet switch = . . Time at which 2nd packet is received at the first switch = time at which 1st packet is received at the second switch = Time at which 1st packet is received at the destination host = . After this, every 5msec one packet will be received; thus time at which last (800th) packet is received = . It can be seen that delay in using message segmentation is significantly less (almost 1/3rd). Without message segmentation, if bit errors are not tolerated, if there is a single bit error, the whole message has to be retransmitted (rather than a single packet). Without message segmentation, huge packets (containing HD videos, for example) are sent into the network. Routers have to accommodate these huge packets. Smaller packets have to queue behind enormous packets and suffer unfair delays. Packets have to be put in sequence at the destination. Message segmentation results in many smaller packets. Since header size is usually the same for all packets regardless of their size, with message segmentation the total amount of header bytes is more. Problem 32 Yes, the delays in the applet correspond to the delays in the Problem 31.The propagation delays affect the overall end-to-end delays both for packet switching and message switching equally. Problem 33 There are F/S packets. Each packet is S=80 bits. Time at which the last packet is received at the first router is sec. At this time, the first F/S-2 packets are at the destination, and the F/S-1 packet is at the second router. The last packet must then be transmitted by the first router and the second router, with each transmission taking sec. Thus delay in sending the whole file is To calculate the value of S which leads to the minimum delay, Problem 34 The circuit-switched telephone networks and the Internet are connected together at "gateways". When a Skype user (connected to the Internet) calls an ordinary telephone, a circuit is established between a gateway and the telephone user over the circuit switched network. The skype user's voice is sent in packets over the Internet to the gateway. At the gateway, the voice signal is reconstructed and then sent over the circuit. In the other direction, the voice signal is sent over the circuit switched network to the gateway. The gateway packetizes the voice signal and sends the voice packets to the Skype user.   Chapter 2 Review Questions The Web: HTTP; file transfer: FTP; remote login: Telnet; e-mail: SMTP; BitTorrent file sharing: BitTorrent protocol Network architecture refers to the organization of the communication process into layers (e.g., the five-layer Internet architecture). Application architecture, on the other hand, is designed by an application developer and dictates the broad structure of the application (e.g., client-server or P2P). The process which initiates the communication is the client; the process that waits to be contacted is the server. No. In a P2P file-sharing application, the peer that is receiving a file is typically the client and the peer that is sending the file is typically the server. The IP address of the destination host and the port number of the socket in the destination process. You would use UDP. With UDP, the transaction can be completed in one roundtrip time (RTT) - the client sends the transaction request into a UDP socket, and the server sends the reply back to the client's UDP socket. With TCP, a minimum of two RTTs are needed - one to set-up the TCP connection, and another for the client to send the request, and for the server to send back the reply. One such example is remote word processing, for example, with Google docs. However, because Google docs runs over the Internet (using TCP), timing guarantees are not provided. a) Reliable data transfer TCP provides a reliable byte-stream between client and server but UDP does not. b) A guarantee that a certain value for throughput will be maintained Neither c) A guarantee that data will be delivered within a specified amount of time Neither d) Confidentiality (via encryption) Neither SSL operates at the application layer. The SSL socket takes unencrypted data from the application layer, encrypts it and then passes it to the TCP socket. If the application developer wants TCP to be enhanced with SSL, she has to include the SSL code in the application. A protocol uses handshaking if the two communicating entities first exchange control packets before sending data to each other. SMTP uses handshaking at the application layer whereas HTTP does not. The applications associated with those protocols require that all application data be received in the correct order and without gaps. TCP provides this service whereas UDP does not. When the user first visits the site, the server creates a unique identification number, creates an entry in its back-end database, and returns this identification number as a cookie number. This cookie number is stored on the user’s host and is managed by the browser. During each subsequent visit (and purchase), the browser sends the cookie number back to the site. Thus the site knows when this user (more precisely, this browser) is visiting the site. Web caching can bring the desired content “closer” to the user, possibly to the same LAN to which the user’s host is connected. Web caching can reduce the delay for all objects, even objects that are not cached, since caching reduces the traffic on links. Telnet is not available in Windows 7 by default. to make it available, go to Control Panel, Programs and Features, Turn Windows Features On or Off, Check Telnet client. To start Telnet, in Windows command prompt, issue the following command > telnet webserverver 80 where "webserver" is some webserver. After issuing the command, you have established a TCP connection between your client telnet program and the web server. Then type in an HTTP GET message. An example is given below: Since the index.html page in this web server was not modified since Fri, 18 May 2007 09:23:34 GMT, and the above commands were issued on Sat, 19 May 2007, the server returned "304 Not Modified". Note that the first 4 lines are the GET message and header lines inputed by the user, and the next 4 lines (starting from HTTP/1.1 304 Not Modified) is the response from the web server. FTP uses two parallel TCP connections, one connection for sending control information (such as a request to transfer a file) and another connection for actually transferring the file. Because the control information is not sent over the same connection that the file is sent over, FTP sends control information out of band. The message is first sent from Alice’s host to her mail server over HTTP. Alice’s mail server then sends the message to Bob’s mail server over SMTP. Bob then transfers the message from his mail server to his host over POP3. 17. Received: from 65.54.246.203 (EHLO bay0-omc3-s3.bay0.hotmail.com) (65.54.246.203) by mta419.mail.mud.yahoo.com with SMTP; Sat, 19 May 2007 16:53:51 -0700 Received: from hotmail.com ([65.55.135.106]) by bay0-omc3-s3.bay0.hotmail.com with Microsoft SMTPSVC(6.0.3790.2668); Sat, 19 May 2007 16:52:42 -0700 Received: from mail pickup service by hotmail.com with Microsoft SMTPSVC; Sat, 19 May 2007 16:52:41 -0700 Message-ID: Received: from 65.55.135.123 by by130fd.bay130.hotmail.msn.com with HTTP; Sat, 19 May 2007 23:52:36 GMT From: "prithula dhungel" To: [email protected] Bcc: Subject: Test mail Date: Sat, 19 May 2007 23:52:36 +0000 Mime-Version: 1.0 Content-Type: Text/html; format=flowed Return-Path: [email protected] Figure: A sample mail message header Received: This header field indicates the sequence in which the SMTP servers send and receive the mail message including the respective timestamps. In this example there are 4 “Received:” header lines. This means the mail message passed through 5 different SMTP servers before being delivered to the receiver’s mail box. The last (forth) “Received:” header indicates the mail message flow from the SMTP server of the sender to the second SMTP server in the chain of servers. The sender’s SMTP server is at address 65.55.135.123 and the second SMTP server in the chain is by130fd.bay130.hotmail.msn.com. The third “Received:” header indicates the mail message flow from the second SMTP server in the chain to the third server, and so on. Finally, the first “Received:” header indicates the flow of the mail messages from the forth SMTP server to the last SMTP server (i.e. the receiver’s mail server) in the chain. Message-id: The message has been given this number [email protected] (by bay0-omc3-s3.bay0.hotmail.com. Message-id is a unique string assigned by the mail system when the message is first created. From: This indicates the email address of the sender of the mail. In the given example, the sender is “[email protected]” To: This field indicates the email address of the receiver of the mail. In the example, the receiver is “[email protected]” Subject: This gives the subject of the mail (if any specified by the sender). In the example, the subject specified by the sender is “Test mail” Date: The date and time when the mail was sent by the sender. In the example, the sender sent the mail on 19th May 2007, at time 23:52:36 GMT. Mime-version: MIME version used for the mail. In the example, it is 1.0. Content-type: The type of content in the body of the mail message. In the example, it is “text/html”. Return-Path: This specifies the email address to which the mail will be sent if the receiver of this mail wants to reply to the sender. This is also used by the sender’s mail server for bouncing back undeliverable mail messages of mailer-daemon error messages. In the example, the return path is “[email protected]”. With download and delete, after a user retrieves its messages from a POP server, the messages are deleted. This poses a problem for the nomadic user, who may want to access the messages from many different machines (office PC, home PC, etc.). In the download and keep configuration, messages are not deleted after the user retrieves the messages. This can also be inconvenient, as each time the user retrieves the stored messages from a new machine, all of non-deleted messages will be transferred to the new machine (including very old messages). Yes an organization’s mail server and Web server can have the same alias for a host name. The MX record is used to map the mail server’s host name to its IP address. You should be able to see the sender's IP address for a user with an .edu email address. But you will not be able to see the sender's IP address if the user uses a gmail account. It is not necessary that Bob will also provide chunks to Alice. Alice has to be in the top 4 neighbors of Bob for Bob to send out chunks to her; this might not occur even if Alice provides chunks to Bob throughout a 30-second interval. Recall that in BitTorrent, a peer picks a random peer and optimistically unchokes the peer for a short period of time. Therefore, Alice will eventually be optimistically unchoked by one of her neighbors, during which time she will receive chunks from that neighbor. The overlay network in a P2P file sharing system consists of the nodes participating in the file sharing system and the logical links between the nodes. There is a logical link (an “edge” in graph theory terms) from node A to node B if there is a semi-permanent TCP connection between A and B. An overlay network does not include routers. Mesh DHT: The advantage is in order to a route a message to the peer (with ID) that is closest to the key, only one hop is required; the disadvantage is that each peer must track all other peers in the DHT. Circular DHT: the advantage is that each peer needs to track only a few other peers; the disadvantage is that O(N) hops are needed to route a message to the peer that is closest to the key. 25. File Distribution Instant Messaging Video Streaming Distributed Computing With the UDP server, there is no welcoming socket, and all data from different clients enters the server through this one socket. With the TCP server, there is a welcoming socket, and each time a client initiates a connection to the server, a new socket is created. Thus, to support n simultaneous connections, the server would need n+1 sockets. For the TCP application, as soon as the client is executed, it attempts to initiate a TCP connection with the server. If the TCP server is not running, then the client will fail to make a connection. For the UDP application, the client does not initiate connections (or attempt to communicate with the UDP server) immediately upon execution Chapter 2 Problems Problem 1 a) F b) T c) F d) F e) F Problem 2 Access control commands: USER, PASS, ACT, CWD, CDUP, SMNT, REIN, QUIT. Transfer parameter commands: PORT, PASV, TYPE STRU, MODE. Service commands: RETR, STOR, STOU, APPE, ALLO, REST, RNFR, RNTO, ABOR, DELE, RMD, MRD, PWD, LIST, NLST, SITE, SYST, STAT, HELP, NOOP. Problem 3 Application layer protocols: DNS and HTTP Transport layer protocols: UDP for DNS; TCP for HTTP Problem 4 The document request was http://gaia.cs.umass.edu/cs453/index.html. The Host : field indicates the server's name and /cs453/index.html indicates the file name. The browser is running HTTP version 1.1, as indicated just before the first pair. The browser is requesting a persistent connection, as indicated by the Connection: keep-alive. This is a trick question. This information is not contained in an HTTP message anywhere. So there is no way to tell this from looking at the exchange of HTTP messages alone. One would need information from the IP datagrams (that carried the TCP segment that carried the HTTP GET request) to answer this question. Mozilla/5.0. The browser type information is needed by the server to send different versions of the same object to different types of browsers. Problem 5 The status code of 200 and the phrase OK indicate that the server was able to locate the document successfully. The reply was provided on Tuesday, 07 Mar 2008 12:39:45 Greenwich Mean Time. The document index.html was last modified on Saturday 10 Dec 2005 18:27:46 GMT. There are 3874 bytes in the document being returned. The first five bytes of the returned document are : <!doc. The server agreed to a persistent connection, as indicated by the Connection: Keep-Alive field Problem 6 Persistent connections are discussed in section 8 of RFC 2616 (the real goal of this question was to get you to retrieve and read an RFC). Sections 8.1.2 and 8.1.2.1 of the RFC indicate that either the client or the server can indicate to the other that it is going to close the persistent connection. It does so by including the connection-token "close" in the Connection-header field of the http request/reply. HTTP does not provide any encryption services. (From RFC 2616) “Clients that use persistent connections should limit the number of simultaneous connections that they maintain to a given server. A single-user client SHOULD NOT maintain more than 2 connections with any server or proxy.” Yes. (From RFC 2616) “A client might have started to send a new request at the same time that the server has decided to close the "idle" connection. From the server's point of view, the connection is being closed while it was idle, but from the client's point of view, a request is in progress.” Problem 7 The total amount of time to get the IP address is . Once the IP address is known, elapses to set up the TCP connection and another elapses to request and receive the small object. The total response time is Problem 8 . . Problem 9 The time to transmit an object of size L over a link or rate R is L/R. The average time is the average size of the object divided by R:  = (850,000 bits)/(15,000,000 bits/sec) = .0567 sec The traffic intensity on the link is given by =(16 requests/sec)(.0567 sec/request) = 0.907. Thus, the average access delay is (.0567 sec)/(1 - .907)  .6 seconds. The total average response time is therefore .6 sec + 3 sec = 3.6 sec. The traffic intensity on the access link is reduced by 60% since the 60% of the requests are satisfied within the institutional network. Thus the average access delay is (.0567 sec)/[1 – (.4)(.907)] = .089 seconds. The response time is approximately zero if the request is satisfied by the cache (which happens with probability .6); the average response time is .089 sec + 3 sec = 3.089 sec for cache misses (which happens 40% of the time). So the average response time is (.6)(0 sec) + (.4)(3.089 sec) = 1.24 seconds. Thus the average response time is reduced from 3.6 sec to 1.24 sec. Problem 10 Note that each downloaded object can be completely put into one data packet. Let Tp denote the one-way propagation delay between the client and the server. First consider parallel downloads using non-persistent connections. Parallel downloads would allow 10 connections to share the 150 bits/sec bandwidth, giving each just 15 bits/sec. Thus, the total time needed to receive all objects is given by: (200/150+Tp + 200/150 +Tp + 200/150+Tp + 100,000/150+ Tp ) + (200/(150/10)+Tp + 200/(150/10) +Tp + 200/(150/10)+Tp + 100,000/(150/10)+ Tp ) = 7377 + 8*Tp (seconds) Now consider a persistent HTTP connection. The total time needed is given by: (200/150+Tp + 200/150 +Tp + 200/150+Tp + 100,000/150+ Tp ) + 10*(200/150+Tp + 100,000/150+ Tp ) =7351 + 24*Tp (seconds) Assuming the speed of light is 300*106 m/sec, then Tp=10/(300*106)=0.03 microsec. Tp is therefore negligible compared with transmission delay. Thus, we see that persistent HTTP is not significantly faster (less than 1 percent) than the non-persistent case with parallel download. Problem 11 Yes, because Bob has more connections, he can get a larger share of the link bandwidth. Yes, Bob still needs to perform parallel downloads; otherwise he will get less bandwidth than the other four users. Problem 12 Server.py from socket import * serverPort=12000 serverSocket=socket(AF_INET,SOCK_STREAM) serverSocket.bind(('',serverPort)) serverSocket.listen(1) connectionSocket, addr = serverSocket.accept() while 1: sentence = connectionSocket.recv(1024) print 'From Server:', sentence, '\n' serverSocket.close() Problem 13 The MAIL FROM: in SMTP is a message from the SMTP client that identifies the sender of the mail message to the SMTP server. The From: on the mail message itself is NOT an SMTP message, but rather is just a line in the body of the mail message. Problem 14 SMTP uses a line containing only a period to mark the end of a message body. HTTP uses “Content-Length header field” to indicate the length of a message body. No, HTTP cannot use the method used by SMTP, because HTTP message could be binary data, whereas in SMTP, the message body must be in 7-bit ASCII format. Problem 15 MTA stands for Mail Transfer Agent. A host sends the message to an MTA. The message then follows a sequence of MTAs to reach the receiver’s mail reader. We see that this spam message follows a chain of MTAs. An honest MTA should report where it receives the message. Notice that in this message, “asusus-4b96 ([58.88.21.177])” does not report from where it received the email. Since we assume only the originator is dishonest, so “asusus-4b96 ([58.88.21.177])” must be the originator. Problem 16 UIDL abbreviates “unique-ID listing”. When a POP3 client issues the UIDL command, the server responds with the unique message ID for all of the messages present in the user's mailbox. This command is useful for “download and keep”. By maintaining a file that lists the messages retrieved during earlier sessions, the client can use the UIDL command to determine which messages on the server have already been seen. Problem 17 a) C: dele 1 C: retr 2 S: (blah blah … S: ………..blah) S: . C: dele 2 C: quit S: +OK POP3 server signing off b) C: retr 2 S: blah blah … S: ………..blah S: . C: quit S: +OK POP3 server signing off C: list S: 1 498 S: 2 912 S: . C: retr 1 S: blah ….. S: ….blah S: . C: retr 2 S: blah blah … S: ………..blah S: . C: quit S: +OK POP3 server signing off Problem 18 For a given input of domain name (such as ccn.com), IP address or network administrator name, the whois database can be used to locate the corresponding registrar, whois server, DNS server, and so on. NS4.YAHOO.COM from www.register.com; NS1.MSFT.NET from ww.register.com Local Domain: www.mindspring.com Web servers : www.mindspring.com 207.69.189.21, 207.69.189.22, 207.69.189.23, 207.69.189.24, 207.69.189.25, 207.69.189.26, 207.69.189.27, 207.69.189.28 Mail Servers : mx1.mindspring.com (207.69.189.217) mx2.mindspring.com (207.69.189.218) mx3.mindspring.com (207.69.189.219) mx4.mindspring.com (207.69.189.220) Name Servers: itchy.earthlink.net (207.69.188.196) scratchy.earthlink.net (207.69.188.197) www.yahoo.com Web Servers: www.yahoo.com (216.109.112.135, 66.94.234.13) Mail Servers: a.mx.mail.yahoo.com (209.191.118.103) b.mx.mail.yahoo.com (66.196.97.250) c.mx.mail.yahoo.com (68.142.237.182, 216.39.53.3) d.mx.mail.yahoo.com (216.39.53.2) e.mx.mail.yahoo.com (216.39.53.1) f.mx.mail.yahoo.com (209.191.88.247, 68.142.202.247) g.mx.mail.yahoo.com (209.191.88.239, 206.190.53.191) Name Servers: ns1.yahoo.com (66.218.71.63) ns2.yahoo.com (68.142.255.16) ns3.yahoo.com (217.12.4.104) ns4.yahoo.com (68.142.196.63) ns5.yahoo.com (216.109.116.17) ns8.yahoo.com (202.165.104.22) ns9.yahoo.com (202.160.176.146) www.hotmail.com Web Servers: www.hotmail.com (64.4.33.7, 64.4.32.7) Mail Servers: mx1.hotmail.com (65.54.245.8, 65.54.244.8, 65.54.244.136) mx2.hotmail.com (65.54.244.40, 65.54.244.168, 65.54.245.40) mx3.hotmail.com (65.54.244.72, 65.54.244.200, 65.54.245.72) mx4.hotmail.com (65.54.244.232, 65.54.245.104, 65.54.244.104) Name Servers: ns1.msft.net (207.68.160.190) ns2.msft.net (65.54.240.126) ns3.msft.net (213.199.161.77) ns4.msft.net (207.46.66.126) ns5.msft.net (65.55.238.126) d) The yahoo web server has multiple IP addresses www.yahoo.com (216.109.112.135, 66.94.234.13) e) The address range for Polytechnic University: 128.238.0.0 – 128.238.255.255 f) An attacker can use the whois database and nslookup tool to determine the IP address ranges, DNS server addresses, etc., for the target institution. By analyzing the source address of attack packets, the victim can use whois to obtain information about domain from which the attack is coming and possibly inform the administrators of the origin domain. Problem 19 The following delegation chain is used for gaia.cs.umass.edu a.root-servers.net E.GTLD-SERVERS.NET ns1.umass.edu(authoritative) First command: dig +norecurse @a.root-servers.net any gaia.cs.umass.edu ;; AUTHORITY SECTION: edu. 172800 IN NS E.GTLD-SERVERS.NET. edu. 172800 IN NS A.GTLD-SERVERS.NET. edu. 172800 IN NS G3.NSTLD.COM. edu. 172800 IN NS D.GTLD-SERVERS.NET. edu. 172800 IN NS H3.NSTLD.COM. edu. 172800 IN NS L3.NSTLD.COM. edu. 172800 IN NS M3.NSTLD.COM. edu. 172800 IN NS C.GTLD-SERVERS.NET. Among all returned edu DNS servers, we send a query to the first one. dig +norecurse @E.GTLD-SERVERS.NET any gaia.cs.umass.edu umass.edu. 172800 IN NS ns1.umass.edu. umass.edu. 172800 IN NS ns2.umass.edu. umass.edu. 172800 IN NS ns3.umass.edu. Among all three returned authoritative DNS servers, we send a query to the first one. dig +norecurse @ns1.umass.edu any gaia.cs.umass.edu gaia.cs.umass.edu. 21600 IN A 128.119.245.12 The answer for google.com could be: a.root-servers.net E.GTLD-SERVERS.NET ns1.google.com(authoritative) Problem 20 We can periodically take a snapshot of the DNS caches in the local DNS servers. The Web server that appears most frequently in the DNS caches is the most popular server. This is because if more users are interested in a Web server, then DNS requests for that server are more frequently sent by users. Thus, that Web server will appear in the DNS caches more frequently. For a complete measurement study, see: Craig E. Wills, Mikhail Mikhailov, Hao Shang “Inferring Relative Popularity of Internet Applications by Actively Querying DNS Caches”, in IMC'03, October 27­29, 2003, Miami Beach, Florida, USA Problem 21 Yes, we can use dig to query that Web site in the local DNS server. For example, “dig cnn.com” will return the query time for finding cnn.com. If cnn.com was just accessed a couple of seconds ago, an entry for cnn.com is cached in the local DNS cache, so the query time is 0 msec. Otherwise, the query time is large. Problem 22 For calculating the minimum distribution time for client-server distribution, we use the following formula: Dcs = max {NF/us, F/dmin} Similarly, for calculating the minimum distribution time for P2P distribution, we use the following formula: Where, F = 15 Gbits = 15 * 1024 Mbits us = 30 Mbps dmin = di = 2 Mbps Note, 300Kbps = 300/1024 Mbps. Client Server N 10 100 1000 u 300 Kbps 7680 51200 512000 700 Kbps 7680 51200 512000 2 Mbps 7680 51200 512000 Peer to Peer N 10 100 1000 u 300 Kbps 7680 25904 47559 700 Kbps 7680 15616 21525 2 Mbps 7680 7680 7680 Problem 23 Consider a distribution scheme in which the server sends the file to each client, in parallel, at a rate of a rate of us/N. Note that this rate is less than each of the client’s download rate, since by assumption us/N ≤ dmin. Thus each client can also receive at rate us/N. Since each client receives at rate us/N, the time for each client to receive the entire file is F/( us/N) = NF/ us. Since all the clients receive the file in NF/ us, the overall distribution time is also NF/ us. Consider a distribution scheme in which the server sends the file to each client, in parallel, at a rate of dmin. Note that the aggregate rate, N dmin, is less than the server’s link rate us, since by assumption us/N ≥ dmin. Since each client receives at rate dmin, the time for each client to receive the entire file is F/ dmin. Since all the clients receive the file in this time, the overall distribution time is also F/ dmin. From Section 2.6 we know that DCS ≥ max {NF/us, F/dmin} (Equation 1) Suppose that us/N ≤ dmin. Then from Equation 1 we have DCS ≥ NF/us . But from (a) we have DCS ≤ NF/us . Combining these two gives: DCS = NF/us when us/N ≤ dmin. (Equation 2) We can similarly show that: DCS =F/dmin when us/N ≥ dmin (Equation 3). Combining Equation 2 and Equation 3 gives the desired result. Problem 24 Define u = u1 + u2 + ….. + uN. By assumption us <= (us + u)/N Equation 1 Divide the file into N parts, with the ith part having size (ui/u)F. The server transmits the ith part to peer i at rate ri = (ui/u)us. Note that r1 + r2 + ….. + rN = us, so that the aggregate server rate does not exceed the link rate of the server. Also have each peer i forward the bits it receives to each of the N-1 peers at rate ri. The aggregate forwarding rate by peer i is (N-1)ri. We have (N-1)ri = (N-1)(usui)/u = (us + u)/N Equation 2 Let ri = ui/(N-1) and rN+1 = (us – u/(N-1))/N In this distribution scheme, the file is broken into N+1 parts. The server sends bits from the ith part to the ith peer (i = 1, …., N) at rate ri. Each peer i forwards the bits arriving at rate ri to each of the other N-1 peers. Additionally, the server sends bits from the (N+1) st part at rate rN+1 to each of the N peers. The peers do not forward the bits from the (N+1)st part. The aggregate send rate of the server is r1+ …. + rN + N rN+1 = u/(N-1) + us – u/(N-1) = us Thus, the server’s send rate does not exceed its link rate. The aggregate send rate of peer i is (N-1)ri = ui Thus, each peer’s send rate does not exceed its link rate. In this distribution scheme, peer i receives bits at an aggregate rate of Thus each peer receives the file in NF/(us+u). (For simplicity, we neglected to specify the size of the file part for i = 1, …., N+1. We now provide that here. Let Δ = (us+u)/N be the distribution time. For i = 1, …, N, the ith file part is Fi = ri Δ bits. The (N+1)st file part is FN+1 = rN+1 Δ bits. It is straightforward to show that F1+ ….. + FN+1 = F.) The solution to this part is similar to that of 17 (c). We know from section 2.6 that Combining this with a) and b) gives the desired result. Problem 25 There are N nodes in the overlay network. There are N(N-1)/2 edges. Problem 26 Yes. His first claim is possible, as long as there are enough peers staying in the swarm for a long enough time. Bob can always receive data through optimistic unchoking by other peers. His second claim is also true. He can run a client on each host, let each client “free-ride,” and combine the collected chunks from the different hosts into a single file. He can even write a small scheduling program to make the different hosts ask for different chunks of the file. This is actually a kind of Sybil attack in P2P networks. Problem 27 Peer 3 learns that peer 5 has just left the system, so Peer 3 asks its first successor (Peer 4) for the identifier of its immediate successor (peer 8). Peer 3 will then make peer 8 its second successor. Problem 28 Peer 6 would first send peer 15 a message, saying “what will be peer 6’s predecessor and successor?” This message gets forwarded through the DHT until it reaches peer 5, who realizes that it will be 6’s predecessor and that its current successor, peer 8, will become 6’s successor. Next, peer 5 sends this predecessor and successor information back to 6. Peer 6 can now join the DHT by making peer 8 its successor and by notifying peer 5 that it should change its immediate successor to 6. Problem 29 For each key, we first calculate the distances (using d(k,p)) between itself and all peers, and then store the key in the peer that is closest to the key (that is, with smallest distance value). Problem 30 Yes, randomly assigning keys to peers does not consider the underlying network at all, so it very likely causes mismatches. Such mismatches may degrade the search performance. For example, consider a logical path p1 (consisting of only two logical links): ABC, where A and B are neighboring peers, and B and C are neighboring peers. Suppose that there is another logical path p2 from A to C (consisting of 3 logical links): ADEC. It might be the case that A and B are very far away physically (and separated by many routers), and B and C are very far away physically (and separated by many routers). But it may be the case that A, D, E, and C are all very close physically (and all separated by few routers). In other words, a shorter logical path may correspond to a much longer physical path. Problem 31 If you run TCPClient first, then the client will attempt to make a TCP connection with a non-existent server process. A TCP connection will not be made. UDPClient doesn't establish a TCP connection with the server. Thus, everything should work fine if you first run UDPClient, then run UDPServer, and then type some input into the keyboard. If you use different port numbers, then the client will attempt to establish a TCP connection with the wrong process or a non-existent process. Errors will occur. Problem 32 In the original program, UDPClient does not specify a port number when it creates the socket. In this case, the code lets the underlying operating system choose a port number. With the additional line, when UDPClient is executed, a UDP socket is created with port number 5432 . UDPServer needs to know the client port number so that it can send packets back to the correct client socket. Glancing at UDPServer, we see that the client port number is not “hard-wired” into the server code; instead, UDPServer determines the client port number by unraveling the datagram it receives from the client. Thus UDP server will work with any client port number, including 5432. UDPServer therefore does not need to be modified. Before: Client socket = x (chosen by OS) Server socket = 9876 After: Client socket = 5432 Problem 33 Yes, you can configure many browsers to open multiple simultaneous connections to a Web site. The advantage is that you will you potentially download the file faster. The disadvantage is that you may be hogging the bandwidth, thereby significantly slowing down the downloads of other users who are sharing the same physical links. Problem 34 For an application such as remote login (telnet and ssh), a byte-stream oriented protocol is very natural since there is no notion of message boundaries in the application. When a user types a character, we simply drop the character into the TCP connection. In other applications, we may be sending a series of messages that have inherent boundaries between them. For example, when one SMTP mail server sends another SMTP mail server several email messages back to back. Since TCP does not have a mechanism to indicate the boundaries, the application must add the indications itself, so that receiving side of the application can distinguish one message from the next. If each message were instead put into a distinct UDP segment, the receiving end would be able to distinguish the various messages without any indications added by the sending side of the application. Problem 35 To create a web server, we need to run web server software on a host. Many vendors sell web server software. However, the most popular web server software today is Apache, which is open source and free. Over the years it has been highly optimized by the open-source community. Problem 36 The key is the infohash, the value is an IP address that currently has the file designated by the infohash.   Chapter 3 Review Questions Call this protocol Simple Transport Protocol (STP). At the sender side, STP accepts from the sending process a chunk of data not exceeding 1196 bytes, a destination host address, and a destination port number. STP adds a four-byte header to each chunk and puts the port number of the destination process in this header. STP then gives the destination host address and the resulting segment to the network layer. The network layer delivers the segment to STP at the destination host. STP then examines the port number in the segment, extracts the data from the segment, and passes the data to the process identified by the port number. The segment now has two header fields: a source port field and destination port field. At the sender side, STP accepts a chunk of data not exceeding 1192 bytes, a destination host address, a source port number, and a destination port number. STP creates a segment which contains the application data, source port number, and destination port number. It then gives the segment and the destination host address to the network layer. After receiving the segment, STP at the receiving host gives the application process the application data and the source port number. No, the transport layer does not have to do anything in the core; the transport layer “lives” in the end systems. For sending a letter, the family member is required to give the delegate the letter itself, the address of the destination house, and the name of the recipient. The delegate clearly writes the recipient’s name on the top of the letter. The delegate then puts the letter in an envelope and writes the address of the destination house on the envelope. The delegate then gives the letter to the planet’s mail service. At the receiving side, the delegate receives the letter from the mail service, takes the letter out of the envelope, and takes note of the recipient name written at the top of the letter. The delegate then gives the letter to the family member with this name. No, the mail service does not have to open the envelope; it only examines the address on the envelope. Source port number y and destination port number x. An application developer may not want its application to use TCP’s congestion control, which can throttle the application’s sending rate at times of congestion. Often, designers of IP telephony and IP videoconference applications choose to run their applications over UDP because they want to avoid TCP’s congestion control. Also, some applications do not need the reliable data transfer provided by TCP. Since most firewalls are configured to block UDP traffic, using TCP for video and voice traffic lets the traffic though the firewalls. Yes. The application developer can put reliable data transfer into the application layer protocol. This would require a significant amount of work and debugging, however. Yes, both segments will be directed to the same socket. For each received segment, at the socket interface, the operating system will provide the process with the IP addresses to determine the origins of the individual segments. For each persistent connection, the Web server creates a separate “connection socket”. Each connection socket is identified with a four-tuple: (source IP address, source port number, destination IP address, destination port number). When host C receives and IP datagram, it examines these four fields in the datagram/segment to determine to which socket it should pass the payload of the TCP segment. Thus, the requests from A and B pass through different sockets. The identifier for both of these sockets has 80 for the destination port; however, the identifiers for these sockets have different values for source IP addresses. Unlike UDP, when the transport layer passes a TCP segment’s payload to the application process, it does not specify the source IP address, as this is implicitly specified by the socket identifier. Sequence numbers are required for a receiver to find out whether an arriving packet contains new data or is a retransmission. To handle losses in the channel. If the ACK for a transmitted packet is not received within the duration of the timer for the packet, the packet (or its ACK or NACK) is assumed to have been lost. Hence, the packet is retransmitted. A timer would still be necessary in the protocol rdt 3.0. If the round trip time is known then the only advantage will be that, the sender knows for sure that either the packet or the ACK (or NACK) for the packet has been lost, as compared to the real scenario, where the ACK (or NACK) might still be on the way to the sender, after the timer expires. However, to detect the loss, for each packet, a timer of constant duration will still be necessary at the sender. The packet loss caused a time out after which all the five packets were retransmitted. Loss of an ACK didn’t trigger any retransmission as Go-Back-N uses cumulative acknowledgements. The sender was unable to send sixth packet as the send window size is fixed to 5. When the packet was lost, the received four packets were buffered the receiver. After the timeout, sender retransmitted the lost packet and receiver delivered the buffered packets to application in correct order. Duplicate ACK was sent by the receiver for the lost ACK. The sender was unable to send sixth packet as the send win
Table of Contents Header Files The #define Guard Header File Dependencies Inline Functions The -inl.h Files Function Parameter Ordering Names and Order of Includes Scoping Namespaces Nested Classes Nonmember, Static Member, and Global Functions Local Variables Static and Global Variables Classes Doing Work in Constructors Default Constructors Explicit Constructors Copy Constructors Structs vs. Classes Inheritance Multiple Inheritance Interfaces Operator Overloading Access Control Declaration Order Write Short Functions Google-Specific Magic Smart Pointers cpplint Other C++ Features Reference Arguments Function Overloading Default Arguments Variable-Length Arrays and alloca() Friends Exceptions Run-Time Type Information (RTTI) Casting Streams Preincrement and Predecrement Use of const Integer Types 64-bit Portability Preprocessor Macros 0 and NULL sizeof Boost C++0x Naming General Naming Rules File Names Type Names Variable Names Constant Names Function Names Namespace Names Enumerator Names Macro Names Exceptions to Naming Rules Comments Comment Style File Comments Class Comments Function Comments Variable Comments Implementation Comments Punctuation, Spelling and Grammar TODO Comments Deprecation Comments Formatting Line Length Non-ASCII Characters Spaces vs. Tabs Function Declarations and Definitions Function Calls Conditionals Loops and Switch Statements Pointer and Reference Expressions Boolean Expressions Return Values Variable and Array Initialization Preprocessor Directives Class Format Constructor Initializer Lists Namespace Formatting Horizontal Whitespace Vertical Whitespace Exceptions to the Rules Existing Non-conformant Code Windows Code Important Note Displaying Hidden Details in this Guide link ▶This style guide contains many details that are initially hidden from view. They are marked by the triangle icon, which you see here on your left. Click it now. You should see "Hooray" appear below. Hooray! Now you know you can expand points to get more details. Alternatively, there's an "expand all" at the top of this document. Background C++ is the main development language used by many of Google's open-source projects. As every C++ programmer knows, the language has many powerful features, but this power brings with it complexity, which in turn can make code more bug-prone and harder to read and maintain. The goal of this guide is to manage this complexity by describing in detail the dos and don'ts of writing C++ code. These rules exist to keep the code base manageable while still allowing coders to use C++ language features productively. Style, also known as readability, is what we call the conventions that govern our C++ code. The term Style is a bit of a misnomer, since these conventions cover far more than just source file formatting. One way in which we keep the code base manageable is by enforcing consistency. It is very important that any programmer be able to look at another's code and quickly understand it. Maintaining a uniform style and following conventions means that we can more easily use "pattern-matching" to infer what various symbols are and what invariants are true about them. Creating common, required idioms and patterns makes code much easier to understand. In some cases there might be good arguments for changing certain style rules, but we nonetheless keep things as they are in order to preserve consistency. Another issue this guide addresses is that of C++ feature bloat. C++ is a huge language with many advanced features. In some cases we constrain, or even ban, use of certain features. We do this to keep code simple and to avoid the various common errors and problems that these features can cause. This guide lists these features and explains why their use is restricted. Open-source projects developed by Google conform to the requirements in this guide. Note that this guide is not a C++ tutorial: we assume that the reader is familiar with the language. Header Files In general, every .cc file should have an associated .h file. There are some common exceptions, such as unittests and small .cc files containing just a main() function. Correct use of header files can make a huge difference to the readability, size and performance of your code. The following rules will guide you through the various pitfalls of using header files. The #define Guard link ▶All header files should have #define guards to prevent multiple inclusion. The format of the symbol name should be ___H_. To guarantee uniqueness, they should be based on the full path in a project's source tree. For example, the file foo/src/bar/baz.h in project foo should have the following guard: #ifndef FOO_BAR_BAZ_H_ #define FOO_BAR_BAZ_H_ ... #endif // FOO_BAR_BAZ_H_ Header File Dependencies link ▶Don't use an #include when a forward declaration would suffice. When you include a header file you introduce a dependency that will cause your code to be recompiled whenever the header file changes. If your header file includes other header files, any change to those files will cause any code that includes your header to be recompiled. Therefore, we prefer to minimize includes, particularly includes of header files in other header files. You can significantly minimize the number of header files you need to include in your own header files by using forward declarations. For example, if your header file uses the File class in ways that do not require access to the declaration of the File class, your header file can just forward declare class File; instead of having to #include "file/base/file.h". How can we use a class Foo in a header file without access to its definition? We can declare data members of type Foo* or Foo&. We can declare (but not define) functions with arguments, and/or return values, of type Foo. (One exception is if an argument Foo or const Foo& has a non-explicit, one-argument constructor, in which case we need the full definition to support automatic type conversion.) We can declare static data members of type Foo. This is because static data members are defined outside the class definition. On the other hand, you must include the header file for Foo if your class subclasses Foo or has a data member of type Foo. Sometimes it makes sense to have pointer (or better, scoped_ptr) members instead of object members. However, this complicates code readability and imposes a performance penalty, so avoid doing this transformation if the only purpose is to minimize includes in header files. Of course, .cc files typically do require the definitions of the classes they use, and usually have to include several header files. Note: If you use a symbol Foo in your source file, you should bring in a definition for Foo yourself, either via an #include or via a forward declaration. Do not depend on the symbol being brought in transitively via headers not directly included. One exception is if Foo is used in myfile.cc, it's ok to #include (or forward-declare) Foo in myfile.h, instead of myfile.cc. Inline Functions link ▶Define functions inline only when they are small, say, 10 lines or less. Definition: You can declare functions in a way that allows the compiler to expand them inline rather than calling them through the usual function call mechanism. Pros: Inlining a function can generate more efficient object code, as long as the inlined function is small. Feel free to inline accessors and mutators, and other short, performance-critical functions. Cons: Overuse of inlining can actually make programs slower. Depending on a function's size, inlining it can cause the code size to increase or decrease. Inlining a very small accessor function will usually decrease code size while inlining a very large function can dramatically increase code size. On modern processors smaller code usually runs faster due to better use of the instruction cache. Decision: A decent rule of thumb is to not inline a function if it is more than 10 lines long. Beware of destructors, which are often longer than they appear because of implicit member- and base-destructor calls! Another useful rule of thumb: it's typically not cost effective to inline functions with loops or switch statements (unless, in the common case, the loop or switch statement is never executed). It is important to know that functions are not always inlined even if they are declared as such; for example, virtual and recursive functions are not normally inlined. Usually recursive functions should not be inline. The main reason for making a virtual function inline is to place its definition in the class, either for convenience or to document its behavior, e.g., for accessors and mutators. The -inl.h Files link ▶You may use file names with a -inl.h suffix to define complex inline functions when needed. The definition of an inline function needs to be in a header file, so that the compiler has the definition available for inlining at the call sites. However, implementation code properly belongs in .cc files, and we do not like to have much actual code in .h files unless there is a readability or performance advantage. If an inline function definition is short, with very little, if any, logic in it, you should put the code in your .h file. For example, accessors and mutators should certainly be inside a class definition. More complex inline functions may also be put in a .h file for the convenience of the implementer and callers, though if this makes the .h file too unwieldy you can instead put that code in a separate -inl.h file. This separates the implementation from the class definition, while still allowing the implementation to be included where necessary. Another use of -inl.h files is for definitions of function templates. This can be used to keep your template definitions easy to read. Do not forget that a -inl.h file requires a #define guard just like any other header file. Function Parameter Ordering link ▶When defining a function, parameter order is: inputs, then outputs. Parameters to C/C++ functions are either input to the function, output from the function, or both. Input parameters are usually values or const references, while output and input/output parameters will be non-const pointers. When ordering function parameters, put all input-only parameters before any output parameters. In particular, do not add new parameters to the end of the function just because they are new; place new input-only parameters before the output parameters. This is not a hard-and-fast rule. Parameters that are both input and output (often classes/structs) muddy the waters, and, as always, consistency with related functions may require you to bend the rule. Names and Order of Includes link ▶Use standard order for readability and to avoid hidden dependencies: C library, C++ library, other libraries' .h, your project's .h. All of a project's header files should be listed as descentants of the project's source directory without use of UNIX directory shortcuts . (the current directory) or .. (the parent directory). For example, google-awesome-project/src/base/logging.h should be included as #include "base/logging.h" In dir/foo.cc, whose main purpose is to implement or test the stuff in dir2/foo2.h, order your includes as follows: dir2/foo2.h (preferred location — see details below). C system files. C++ system files. Other libraries' .h files. Your project's .h files. The preferred ordering reduces hidden dependencies. We want every header file to be compilable on its own. The easiest way to achieve this is to make sure that every one of them is the first .h file #included in some .cc. dir/foo.cc and dir2/foo2.h are often in the same directory (e.g. base/basictypes_test.cc and base/basictypes.h), but can be in different directories too. Within each section it is nice to order the includes alphabetically. For example, the includes in google-awesome-project/src/foo/internal/fooserver.cc might look like this: #include "foo/public/fooserver.h" // Preferred location. #include #include #include #include #include "base/basictypes.h" #include "base/commandlineflags.h" #include "foo/public/bar.h" Scoping Namespaces link ▶Unnamed namespaces in .cc files are encouraged. With named namespaces, choose the name based on the project, and possibly its path. Do not use a using-directive. Definition: Namespaces subdivide the global scope into distinct, named scopes, and so are useful for preventing name collisions in the global scope. Pros: Namespaces provide a (hierarchical) axis of naming, in addition to the (also hierarchical) name axis provided by classes. For example, if two different projects have a class Foo in the global scope, these symbols may collide at compile time or at runtime. If each project places their code in a namespace, project1::Foo and project2::Foo are now distinct symbols that do not collide. Cons: Namespaces can be confusing, because they provide an additional (hierarchical) axis of naming, in addition to the (also hierarchical) name axis provided by classes. Use of unnamed spaces in header files can easily cause violations of the C++ One Definition Rule (ODR). Decision: Use namespaces according to the policy described below. Unnamed Namespaces Unnamed namespaces are allowed and even encouraged in .cc files, to avoid runtime naming conflicts: namespace { // This is in a .cc file. // The content of a namespace is not indented enum { kUnused, kEOF, kError }; // Commonly used tokens. bool AtEof() { return pos_ == kEOF; } // Uses our namespace's EOF. } // namespace However, file-scope declarations that are associated with a particular class may be declared in that class as types, static data members or static member functions rather than as members of an unnamed namespace. Terminate the unnamed namespace as shown, with a comment // namespace. Do not use unnamed namespaces in .h files. Named Namespaces Named namespaces should be used as follows: Namespaces wrap the entire source file after includes, gflags definitions/declarations, and forward declarations of classes from other namespaces: // In the .h file namespace mynamespace { // All declarations are within the namespace scope. // Notice the lack of indentation. class MyClass { public: ... void Foo(); }; } // namespace mynamespace // In the .cc file namespace mynamespace { // Definition of functions is within scope of the namespace. void MyClass::Foo() { ... } } // namespace mynamespace The typical .cc file might have more complex detail, including the need to reference classes in other namespaces. #include "a.h" DEFINE_bool(someflag, false, "dummy flag"); class C; // Forward declaration of class C in the global namespace. namespace a { class A; } // Forward declaration of a::A. namespace b { ...code for b... // Code goes against the left margin. } // namespace b Do not declare anything in namespace std, not even forward declarations of standard library classes. Declaring entities in namespace std is undefined behavior, i.e., not portable. To declare entities from the standard library, include the appropriate header file. You may not use a using-directive to make all names from a namespace available. // Forbidden -- This pollutes the namespace. using namespace foo; You may use a using-declaration anywhere in a .cc file, and in functions, methods or classes in .h files. // OK in .cc files. // Must be in a function, method or class in .h files. using ::foo::bar; Namespace aliases are allowed anywhere in a .cc file, anywhere inside the named namespace that wraps an entire .h file, and in functions and methods. // Shorten access to some commonly used names in .cc files. namespace fbz = ::foo::bar::baz; // Shorten access to some commonly used names (in a .h file). namespace librarian { // The following alias is available to all files including // this header (in namespace librarian): // alias names should therefore be chosen consistently // within a project. namespace pd_s = ::pipeline_diagnostics::sidetable; inline void my_inline_function() { // namespace alias local to a function (or method). namespace fbz = ::foo::bar::baz; ... } } // namespace librarian Note that an alias in a .h file is visible to everyone #including that file, so public headers (those available outside a project) and headers transitively #included by them, should avoid defining aliases, as part of the general goal of keeping public APIs as small as possible. Nested Classes link ▶Although you may use public nested classes when they are part of an interface, consider a namespace to keep declarations out of the global scope. Definition: A class can define another class within it; this is also called a member class. class Foo { private: // Bar is a member class, nested within Foo. class Bar { ... }; }; Pros: This is useful when the nested (or member) class is only used by the enclosing class; making it a member puts it in the enclosing class scope rather than polluting the outer scope with the class name. Nested classes can be forward declared within the enclosing class and then defined in the .cc file to avoid including the nested class definition in the enclosing class declaration, since the nested class definition is usually only relevant to the implementation. Cons: Nested classes can be forward-declared only within the definition of the enclosing class. Thus, any header file manipulating a Foo::Bar* pointer will have to include the full class declaration for Foo. Decision: Do not make nested classes public unless they are actually part of the interface, e.g., a class that holds a set of options for some method. Nonmember, Static Member, and Global Functions link ▶Prefer nonmember functions within a namespace or static member functions to global functions; use completely global functions rarely. Pros: Nonmember and static member functions can be useful in some situations. Putting nonmember functions in a namespace avoids polluting the global namespace. Cons: Nonmember and static member functions may make more sense as members of a new class, especially if they access external resources or have significant dependencies. Decision: Sometimes it is useful, or even necessary, to define a function not bound to a class instance. Such a function can be either a static member or a nonmember function. Nonmember functions should not depend on external variables, and should nearly always exist in a namespace. Rather than creating classes only to group static member functions which do not share static data, use namespaces instead. Functions defined in the same compilation unit as production classes may introduce unnecessary coupling and link-time dependencies when directly called from other compilation units; static member functions are particularly susceptible to this. Consider extracting a new class, or placing the functions in a namespace possibly in a separate library. If you must define a nonmember function and it is only needed in its .cc file, use an unnamed namespace or static linkage (eg static int Foo() {...}) to limit its scope. Local Variables link ▶Place a function's variables in the narrowest scope possible, and initialize variables in the declaration. C++ allows you to declare variables anywhere in a function. We encourage you to declare them in as local a scope as possible, and as close to the first use as possible. This makes it easier for the reader to find the declaration and see what type the variable is and what it was initialized to. In particular, initialization should be used instead of declaration and assignment, e.g. int i; i = f(); // Bad -- initialization separate from declaration. int j = g(); // Good -- declaration has initialization. Note that gcc implements for (int i = 0; i < 10; ++i) correctly (the scope of i is only the scope of the for loop), so you can then reuse i in another for loop in the same scope. It also correctly scopes declarations in if and while statements, e.g. while (const char* p = strchr(str, '/')) str = p + 1; There is one caveat: if the variable is an object, its constructor is invoked every time it enters scope and is created, and its destructor is invoked every time it goes out of scope. // Inefficient implementation: for (int i = 0; i < 1000000; ++i) { Foo f; // My ctor and dtor get called 1000000 times each. f.DoSomething(i); } It may be more efficient to declare such a variable used in a loop outside that loop: Foo f; // My ctor and dtor get called once each. for (int i = 0; i < 1000000; ++i) { f.DoSomething(i); } Static and Global Variables link ▶Static or global variables of class type are forbidden: they cause hard-to-find bugs due to indeterminate order of construction and destruction. Objects with static storage duration, including global variables, static variables, static class member variables, and function static variables, must be Plain Old Data (POD): only ints, chars, floats, or pointers, or arrays/structs of POD. The order in which class constructors and initializers for static variables are called is only partially specified in C++ and can even change from build to build, which can cause bugs that are difficult to find. Therefore in addition to banning globals of class type, we do not allow static POD variables to be initialized with the result of a function, unless that function (such as getenv(), or getpid()) does not itself depend on any other globals. Likewise, the order in which destructors are called is defined to be the reverse of the order in which the constructors were called. Since constructor order is indeterminate, so is destructor order. For example, at program-end time a static variable might have been destroyed, but code still running -- perhaps in another thread -- tries to access it and fails. Or the destructor for a static 'string' variable might be run prior to the destructor for another variable that contains a reference to that string. As a result we only allow static variables to contain POD data. This rule completely disallows vector (use C arrays instead), or string (use const char []). If you need a static or global variable of a class type, consider initializing a pointer (which will never be freed), from either your main() function or from pthread_once(). Note that this must be a raw pointer, not a "smart" pointer, since the smart pointer's destructor will have the order-of-destructor issue that we are trying to avoid. Classes Classes are the fundamental unit of code in C++. Naturally, we use them extensively. This section lists the main dos and don'ts you should follow when writing a class. Doing Work in Constructors link ▶In general, constructors should merely set member variables to their initial values. Any complex initialization should go in an explicit Init() method. Definition: It is possible to perform initialization in the body of the constructor. Pros: Convenience in typing. No need to worry about whether the class has been initialized or not. Cons: The problems with doing work in constructors are: There is no easy way for constructors to signal errors, short of using exceptions (which are forbidden). If the work fails, we now have an object whose initialization code failed, so it may be an indeterminate state. If the work calls virtual functions, these calls will not get dispatched to the subclass implementations. Future modification to your class can quietly introduce this problem even if your class is not currently subclassed, causing much confusion. If someone creates a global variable of this type (which is against the rules, but still), the constructor code will be called before main(), possibly breaking some implicit assumptions in the constructor code. For instance, gflags will not yet have been initialized. Decision: If your object requires non-trivial initialization, consider having an explicit Init() method. In particular, constructors should not call virtual functions, attempt to raise errors, access potentially uninitialized global variables, etc. Default Constructors link ▶You must define a default constructor if your class defines member variables and has no other constructors. Otherwise the compiler will do it for you, badly. Definition: The default constructor is called when we new a class object with no arguments. It is always called when calling new[] (for arrays). Pros: Initializing structures by default, to hold "impossible" values, makes debugging much easier. Cons: Extra work for you, the code writer. Decision: If your class defines member variables and has no other constructors you must define a default constructor (one that takes no arguments). It should preferably initialize the object in such a way that its internal state is consistent and valid. The reason for this is that if you have no other constructors and do not define a default constructor, the compiler will generate one for you. This compiler generated constructor may not initialize your object sensibly. If your class inherits from an existing class but you add no new member variables, you are not required to have a default constructor. Explicit Constructors link ▶Use the C++ keyword explicit for constructors with one argument. Definition: Normally, if a constructor takes one argument, it can be used as a conversion. For instance, if you define Foo::Foo(string name) and then pass a string to a function that expects a Foo, the constructor will be called to convert the string into a Foo and will pass the Foo to your function for you. This can be convenient but is also a source of trouble when things get converted and new objects created without you meaning them to. Declaring a constructor explicit prevents it from being invoked implicitly as a conversion. Pros: Avoids undesirable conversions. Cons: None. Decision: We require all single argument constructors to be explicit. Always put explicit in front of one-argument constructors in the class definition: explicit Foo(string name); The exception is copy constructors, which, in the rare cases when we allow them, should probably not be explicit. Classes that are intended to be transparent wrappers around other classes are also exceptions. Such exceptions should be clearly marked with comments. Copy Constructors link ▶Provide a copy constructor and assignment operator only when necessary. Otherwise, disable them with DISALLOW_COPY_AND_ASSIGN. Definition: The copy constructor and assignment operator are used to create copies of objects. The copy constructor is implicitly invoked by the compiler in some situations, e.g. passing objects by value. Pros: Copy constructors make it easy to copy objects. STL containers require that all contents be copyable and assignable. Copy constructors can be more efficient than CopyFrom()-style workarounds because they combine construction with copying, the compiler can elide them in some contexts, and they make it easier to avoid heap allocation. Cons: Implicit copying of objects in C++ is a rich source of bugs and of performance problems. It also reduces readability, as it becomes hard to track which objects are being passed around by value as opposed to by reference, and therefore where changes to an object are reflected. Decision: Few classes need to be copyable. Most should have neither a copy constructor nor an assignment operator. In many situations, a pointer or reference will work just as well as a copied value, with better performance. For example, you can pass function parameters by reference or pointer instead of by value, and you can store pointers rather than objects in an STL container. If your class needs to be copyable, prefer providing a copy method, such as CopyFrom() or Clone(), rather than a copy constructor, because such methods cannot be invoked implicitly. If a copy method is insufficient in your situation (e.g. for performance reasons, or because your class needs to be stored by value in an STL container), provide both a copy constructor and assignment operator. If your class does not need a copy constructor or assignment operator, you must explicitly disable them. To do so, add dummy declarations for the copy constructor and assignment operator in the private: section of your class, but do not provide any corresponding definition (so that any attempt to use them results in a link error). For convenience, a DISALLOW_COPY_AND_ASSIGN macro can be used: // A macro to disallow the copy constructor and operator= functions // This should be used in the private: declarations for a class #define DISALLOW_COPY_AND_ASSIGN(TypeName) \ TypeName(const TypeName&); \ void operator=(const TypeName&) Then, in class Foo: class Foo { public: Foo(int f); ~Foo(); private: DISALLOW_COPY_AND_ASSIGN(Foo); }; Structs vs. Classes link ▶Use a struct only for passive objects that carry data; everything else is a class. The struct and class keywords behave almost identically in C++. We add our own semantic meanings to each keyword, so you should use the appropriate keyword for the data-type you're defining. structs should be used for passive objects that carry data, and may have associated constants, but lack any functionality other than access/setting the data members. The accessing/setting of fields is done by directly accessing the fields rather than through method invocations. Methods should not provide behavior but should only be used to set up the data members, e.g., constructor, destructor, Initialize(), Reset(), Validate(). If more functionality is required, a class is more appropriate. If in doubt, make it a class. For consistency with STL, you can use struct instead of class for functors and traits. Note that member variables in structs and classes have different naming rules. Inheritance link ▶Composition is often more appropriate than inheritance. When using inheritance, make it public. Definition: When a sub-class inherits from a base class, it includes the definitions of all the data and operations that the parent base class defines. In practice, inheritance is used in two major ways in C++: implementation inheritance, in which actual code is inherited by the child, and interface inheritance, in which only method names are inherited. Pros: Implementation inheritance reduces code size by re-using the base class code as it specializes an existing type. Because inheritance is a compile-time declaration, you and the compiler can understand the operation and detect errors. Interface inheritance can be used to programmatically enforce that a class expose a particular API. Again, the compiler can detect errors, in this case, when a class does not define a necessary method of the API. Cons: For implementation inheritance, because the code implementing a sub-class is spread between the base and the sub-class, it can be more difficult to understand an implementation. The sub-class cannot override functions that are not virtual, so the sub-class cannot change implementation. The base class may also define some data members, so that specifies physical layout of the base class. Decision: All inheritance should be public. If you want to do private inheritance, you should be including an instance of the base class as a member instead. Do not overuse implementation inheritance. Composition is often more appropriate. Try to restrict use of inheritance to the "is-a" case: Bar subclasses Foo if it can reasonably be said that Bar "is a kind of" Foo. Make your destructor virtual if necessary. If your class has virtual methods, its destructor should be virtual. Limit the use of protected to those member functions that might need to be accessed from subclasses. Note that data members should be private. When redefining an inherited virtual function, explicitly declare it virtual in the declaration of the derived class. Rationale: If virtual is omitted, the reader has to check all ancestors of the class in question to determine if the function is virtual or not. Multiple Inheritance link ▶Only very rarely is multiple implementation inheritance actually useful. We allow multiple inheritance only when at most one of the base classes has an implementation; all other base classes must be pure interface classes tagged with the Interface suffix. Definition: Multiple inheritance allows a sub-class to have more than one base class. We distinguish between base classes that are pure interfaces and those that have an implementation. Pros: Multiple implementation inheritance may let you re-use even more code than single inheritance (see Inheritance). Cons: Only very rarely is multiple implementation inheritance actually useful. When multiple implementation inheritance seems like the solution, you can usually find a different, more explicit, and cleaner solution. Decision: Multiple inheritance is allowed only when all superclasses, with the possible exception of the first one, are pure interfaces. In order to ensure that they remain pure interfaces, they must end with the Interface suffix. Note: There is an exception to this rule on Windows. Interfaces link ▶Classes that satisfy certain conditions are allowed, but not required, to end with an Interface suffix. Definition: A class is a pure interface if it meets the following requirements: It has only public pure virtual ("= 0") methods and static methods (but see below for destructor). It may not have non-static data members. It need not have any constructors defined. If a constructor is provided, it must take no arguments and it must be protected. If it is a subclass, it may only be derived from classes that satisfy these conditions and are tagged with the Interface suffix. An interface class can never be directly instantiated because of the pure virtual method(s) it declares. To make sure all implementations of the interface can be destroyed correctly, they must also declare a virtual destructor (in an exception to the first rule, this should not be pure). See Stroustrup, The C++ Programming Language, 3rd edition, section 12.4 for details. Pros: Tagging a class with the Interface suffix lets others know that they must not add implemented methods or non static data members. This is particularly important in the case of multiple inheritance. Additionally, the interface concept is already well-understood by Java programmers. Cons: The Interface suffix lengthens the class name, which can make it harder to read and understand. Also, the interface property may be considered an implementation detail that shouldn't be exposed to clients. Decision: A class may end with Interface only if it meets the above requirements. We do not require the converse, however: classes that meet the above requirements are not required to end with Interface. Operator Overloading link ▶Do not overload operators except in rare, special circumstances. Definition: A class can define that operators such as + and / operate on the class as if it were a built-in type. Pros: Can make code appear more intuitive because a class will behave in the same way as built-in types (such as int). Overloaded operators are more playful names for functions that are less-colorfully named, such as Equals() or Add(). For some template functions to work correctly, you may need to define operators. Cons: While operator overloading can make code more intuitive, it has several drawbacks: It can fool our intuition into thinking that expensive operations are cheap, built-in operations. It is much harder to find the call sites for overloaded operators. Searching for Equals() is much easier than searching for relevant invocations of ==. Some operators work on pointers too, making it easy to introduce bugs. Foo + 4 may do one thing, while &Foo + 4 does something totally different. The compiler does not complain for either of these, making this very hard to debug. Overloading also has surprising ramifications. For instance, if a class overloads unary operator&, it cannot safely be forward-declared. Decision: In general, do not overload operators. The assignment operator (operator=), in particular, is insidious and should be avoided. You can define functions like Equals() and CopyFrom() if you need them. Likewise, avoid the dangerous unary operator& at all costs, if there's any possibility the class might be forward-declared. However, there may be rare cases where you need to overload an operator to interoperate with templates or "standard" C++ classes (such as operator<<(ostream&, const T&) for logging). These are acceptable if fully justified, but you should try to avoid these whenever possible. In particular, do not overload operator== or operator< just so that your class can be used as a key in an STL container; instead, you should create equality and comparison functor types when declaring the container. Some of the STL algorithms do require you to overload operator==, and you may do so in these cases, provided you document why. See also Copy Constructors and Function Overloading. Access Control link ▶Make data members private, and provide access to them through accessor functions as needed (for technical reasons, we allow data members of a test fixture class to be protected when using Google Test). Typically a variable would be called foo_ and the accessor function foo(). You may also want a mutator function set_foo(). Exception: static const data members (typically called kFoo) need not be private. The definitions of accessors are usually inlined in the header file. See also Inheritance and Function Names. Declaration Order link ▶Use the specified order of declarations within a class: public: before private:, methods before data members (variables), etc. Your class definition should start with its public: section, followed by its protected: section and then its private: section. If any of these sections are empty, omit them. Within each section, the declarations generally should be in the following order: Typedefs and Enums Constants (static const data members) Constructors Destructor Methods, including static methods Data Members (except static const data members) Friend declarations should always be in the private section, and the DISALLOW_COPY_AND_ASSIGN macro invocation should be at the end of the private: section. It should be the last thing in the class. See Copy Constructors. Method definitions in the corresponding .cc file should be the same as the declaration order, as much as possible. Do not put large method definitions inline in the class definition. Usually, only trivial or performance-critical, and very short, methods may be defined inline. See Inline Functions for more details. Write Short Functions link ▶Prefer small and focused functions. We recognize that long functions are sometimes appropriate, so no hard limit is placed on functions length. If a function exceeds about 40 lines, think about whether it can be broken up without harming the structure of the program. Even if your long function works perfectly now, someone modifying it in a few months may add new behavior. This could result in bugs that are hard to find. Keeping your functions short and simple makes it easier for other people to read and modify your code. You could find long and complicated functions when working with some code. Do not be intimidated by modifying existing code: if working with such a function proves to be difficult, you find that errors are hard to debug, or you want to use a piece of it in several different contexts, consider breaking up the function into smaller and more manageable pieces. Google-Specific Magic There are various tricks and utilities that we use to make C++ code more robust, and various ways we use C++ that may differ from what you see elsewhere. Smart Pointers link ▶If you actually need pointer semantics, scoped_ptr is great. You should only use std::tr1::shared_ptr under very specific conditions, such as when objects need to be held by STL containers. You should never use auto_ptr. "Smart" pointers are objects that act like pointers but have added semantics. When a scoped_ptr is destroyed, for instance, it deletes the object it's pointing to. shared_ptr is the same way, but implements reference-counting so only the last pointer to an object deletes it. Generally speaking, we prefer that we design code with clear object ownership. The clearest object ownership is obtained by using an object directly as a field or local variable, without using pointers at all. On the other extreme, by their very definition, reference counted pointers are owned by nobody. The problem with this design is that it is easy to create circular references or other strange conditions that cause an object to never be deleted. It is also slow to perform atomic operations every time a value is copied or assigned. Although they are not recommended, reference counted pointers are sometimes the simplest and most elegant way to solve a problem. cpplint link ▶Use cpplint.py to detect style errors. cpplint.py is a tool that reads a source file and identifies many style errors. It is not perfect, and has both false positives and false negatives, but it is still a valuable tool. False positives can be ignored by putting // NOLINT at the end of the line. Some projects have instructions on how to run cpplint.py from their project tools. If the project you are contributing to does not, you can download cpplint.py separately. Other C++ Features Reference Arguments link ▶All parameters passed by reference must be labeled const. Definition: In C, if a function needs to modify a variable, the parameter must use a pointer, eg int foo(int *pval). In C++, the function can alternatively declare a reference parameter: int foo(int &val). Pros: Defining a parameter as reference avoids ugly code like (*pval)++. Necessary for some applications like copy constructors. Makes it clear, unlike with pointers, that NULL is not a possible value. Cons: References can be confusing, as they have value syntax but pointer semantics. Decision: Within function parameter lists all references must be const: void Foo(const string &in, string *out); In fact it is a very strong convention in Google code that input arguments are values or const references while output arguments are pointers. Input parameters may be const pointers, but we never allow non-const reference parameters. One case when you might want an input parameter to be a const pointer is if you want to emphasize that the argument is not copied, so it must exist for the lifetime of the object; it is usually best to document this in comments as well. STL adapters such as bind2nd and mem_fun do not permit reference parameters, so you must declare functions with pointer parameters in these cases, too. Function Overloading link ▶Use overloaded functions (including constructors) only if a reader looking at a call site can get a good idea of what is happening without having to first figure out exactly which overload is being called. Definition: You may write a function that takes a const string& and overload it with another that takes const char*. class MyClass { public: void Analyze(const string &text); void Analyze(const char *text, size_t textlen); }; Pros: Overloading can make code more intuitive by allowing an identically-named function to take different arguments. It may be necessary for templatized code, and it can be convenient for Visitors. Cons: If a function is overloaded by the argument types alone, a reader may have to understand C++'s complex matching rules in order to tell what's going on. Also many people are confused by the semantics of inheritance if a derived class overrides only some of the variants of a function. Decision: If you want to overload a function, consider qualifying the name with some information about the arguments, e.g., AppendString(), AppendInt() rather than just Append(). Default Arguments link ▶We do not allow default function parameters, except in a few uncommon situations explained below. Pros: Often you have a function that uses lots of default values, but occasionally you want to override the defaults. Default parameters allow an easy way to do this without having to define many functions for the rare exceptions. Cons: People often figure out how to use an API by looking at existing code that uses it. Default parameters are more difficult to maintain because copy-and-paste from previous code may not reveal all the parameters. Copy-and-pasting of code segments can cause major problems when the default arguments are not appropriate for the new code. Decision: Except as described below, we require all arguments to be explicitly specified, to force programmers to consider the API and the values they are passing for each argument rather than silently accepting defaults they may not be aware of. One specific exception is when default arguments are used to simulate variable-length argument lists. // Support up to 4 params by using a default empty AlphaNum. string StrCat(const AlphaNum &a, const AlphaNum &b = gEmptyAlphaNum, const AlphaNum &c = gEmptyAlphaNum, const AlphaNum &d = gEmptyAlphaNum); Variable-Length Arrays and alloca() link ▶We do not allow variable-length arrays or alloca(). Pros: Variable-length arrays have natural-looking syntax. Both variable-length arrays and alloca() are very efficient. Cons: Variable-length arrays and alloca are not part of Standard C++. More importantly, they allocate a data-dependent amount of stack space that can trigger difficult-to-find memory overwriting bugs: "It ran fine on my machine, but dies mysteriously in production". Decision: Use a safe allocator instead, such as scoped_ptr/scoped_array. Friends link ▶We allow use of friend classes and functions, within reason. Friends should usually be defined in the same file so that the reader does not have to look in another file to find uses of the private members of a class. A common use of friend is to have a FooBuilder class be a friend of Foo so that it can construct the inner state of Foo correctly, without exposing this state to the world. In some cases it may be useful to make a unittest class a friend of the class it tests. Friends extend, but do not break, the encapsulation boundary of a class. In some cases this is better than making a member public when you want to give only one other class access to it. However, most classes should interact with other classes solely through their public members. Exceptions link ▶We do not use C++ exceptions. Pros: Exceptions allow higher levels of an application to decide how to handle "can't happen" failures in deeply nested functions, without the obscuring and error-prone bookkeeping of error codes. Exceptions are used by most other modern languages. Using them in C++ would make it more consistent with Python, Java, and the C++ that others are familiar with. Some third-party C++ libraries use exceptions, and turning them off internally makes it harder to integrate with those libraries. Exceptions are the only way for a constructor to fail. We can simulate this with a factory function or an Init() method, but these require heap allocation or a new "invalid" state, respectively. Exceptions are really handy in testing frameworks. Cons: When you add a throw statement to an existing function, you must examine all of its transitive callers. Either they must make at least the basic exception safety guarantee, or they must never catch the exception and be happy with the program terminating as a result. For instance, if f() calls g() calls h(), and h throws an exception that f catches, g has to be careful or it may not clean up properly. More generally, exceptions make the control flow of programs difficult to evaluate by looking at code: functions may return in places you don't expect. This causes maintainability and debugging difficulties. You can minimize this cost via some rules on how and where exceptions can be used, but at the cost of more that a developer needs to know and understand. Exception safety requires both RAII and different coding practices. Lots of supporting machinery is needed to make writing correct exception-safe code easy. Further, to avoid requiring readers to understand the entire call graph, exception-safe code must isolate logic that writes to persistent state into a "commit" phase. This will have both benefits and costs (perhaps where you're forced to obfuscate code to isolate the commit). Allowing exceptions would force us to always pay those costs even when they're not worth it. Turning on exceptions adds data to each binary produced, increasing compile time (probably slightly) and possibly increasing address space pressure. The availability of exceptions may encourage developers to throw them when they are not appropriate or recover from them when it's not safe to do so. For example, invalid user input should not cause exceptions to be thrown. We would need to make the style guide even longer to document these restrictions! Decision: On their face, the benefits of using exceptions outweigh the costs, especially in new projects. However, for existing code, the introduction of exceptions has implications on all dependent code. If exceptions can be propagated beyond a new project, it also becomes problematic to integrate the new project into existing exception-free code. Because most existing C++ code at Google is not prepared to deal with exceptions, it is comparatively difficult to adopt new code that generates exceptions. Given that Google's existing code is not exception-tolerant, the costs of using exceptions are somewhat greater than the costs in a new project. The conversion process would be slow and error-prone. We don't believe that the available alternatives to exceptions, such as error codes and assertions, introduce a significant burden. Our advice against using exceptions is not predicated on philosophical or moral grounds, but practical ones. Because we'd like to use our open-source projects at Google and it's difficult to do so if those projects use exceptions, we need to advise against exceptions in Google open-source projects as well. Things would probably be different if we had to do it all over again from scratch. There is an exception to this rule (no pun intended) for Windows code. Run-Time Type Information (RTTI) link ▶We do not use Run Time Type Information (RTTI). Definition: RTTI allows a programmer to query the C++ class of an object at run time. Pros: It is useful in some unittests. For example, it is useful in tests of factory classes where the test has to verify that a newly created object has the expected dynamic type. In rare circumstances, it is useful even outside of tests. Cons: A query of type during run-time typically means a design problem. If you need to know the type of an object at runtime, that is often an indication that you should reconsider the design of your class. Decision: Do not use RTTI, except in unittests. If you find yourself in need of writing code that behaves differently based on the class of an object, consider one of the alternatives to querying the type. Virtual methods are the preferred way of executing different code paths depending on a specific subclass type. This puts the work within the object itself. If the work belongs outside the object and instead in some processing code, consider a double-dispatch solution, such as the Visitor design pattern. This allows a facility outside the object itself to determine the type of class using the built-in type system. If you think you truly cannot use those ideas, you may use RTTI. But think twice about it. :-) Then think twice again. Do not hand-implement an RTTI-like workaround. The arguments against RTTI apply just as much to workarounds like class hierarchies with type tags. Casting link ▶Use C++ casts like static_cast(). Do not use other cast formats like int y = (int)x; or int y = int(x);. Definition: C++ introduced a different cast system from C that distinguishes the types of cast operations. Pros: The problem with C casts is the ambiguity of the operation; sometimes you are doing a conversion (e.g., (int)3.5) and sometimes you are doing a cast (e.g., (int)"hello"); C++ casts avoid this. Additionally C++ casts are more visible when searching for them. Cons: The syntax is nasty. Decision: Do not use C-style casts. Instead, use these C++-style casts. Use static_cast as the equivalent of a C-style cast that does value conversion, or when you need to explicitly up-cast a pointer from a class to its superclass. Use const_cast to remove the const qualifier (see const). Use reinterpret_cast to do unsafe conversions of pointer types to and from integer and other pointer types. Use this only if you know what you are doing and you understand the aliasing issues. Do not use dynamic_cast except in test code. If you need to know type information at runtime in this way outside of a unittest, you probably have a design flaw. Streams link ▶Use streams only for logging. Definition: Streams are a replacement for printf() and scanf(). Pros: With streams, you do not need to know the type of the object you are printing. You do not have problems with format strings not matching the argument list. (Though with gcc, you do not have that problem with printf either.) Streams have automatic constructors and destructors that open and close the relevant files. Cons: Streams make it difficult to do functionality like pread(). Some formatting (particularly the common format string idiom %.*s) is difficult if not impossible to do efficiently using streams without using printf-like hacks. Streams do not support operator reordering (the %1s directive), which is helpful for internationalization. Decision: Do not use streams, except where required by a logging interface. Use printf-like routines instead. There are various pros and cons to using streams, but in this case, as in many other cases, consistency trumps the debate. Do not use streams in your code. Extended Discussion There has been debate on this issue, so this explains the reasoning in greater depth. Recall the Only One Way guiding principle: we want to make sure that whenever we do a certain type of I/O, the code looks the same in all those places. Because of this, we do not want to allow users to decide between using streams or using printf plus Read/Write/etc. Instead, we should settle on one or the other. We made an exception for logging because it is a pretty specialized application, and for historical reasons. Proponents of streams have argued that streams are the obvious choice of the two, but the issue is not actually so clear. For every advantage of streams they point out, there is an equivalent disadvantage. The biggest advantage is that you do not need to know the type of the object to be printing. This is a fair point. But, there is a downside: you can easily use the wrong type, and the compiler will not warn you. It is easy to make this kind of mistake without knowing when using streams. cout << this; // Prints the address cout << *this; // Prints the contents The compiler does not generate an error because << has been overloaded. We discourage overloading for just this reason. Some say printf formatting is ugly and hard to read, but streams are often no better. Consider the following two fragments, both with the same typo. Which is easier to discover? cerr << "Error connecting to '" <bar()->hostname.first << ":" <bar()->hostname.second << ": " <bar()->hostname.first, foo->bar()->hostname.second, strerror(errno)); And so on and so forth for any issue you might bring up. (You could argue, "Things would be better with the right wrappers," but if it is true for one scheme, is it not also true for the other? Also, remember the goal is to make the language smaller, not add yet more machinery that someone has to learn.) Either path would yield different advantages and disadvantages, and there is not a clearly superior solution. The simplicity doctrine mandates we settle on one of them though, and the majority decision was on printf + read/write. Preincrement and Predecrement link ▶Use prefix form (++i) of the increment and decrement operators with iterators and other template objects. Definition: When a variable is incremented (++i or i++) or decremented (--i or i--) and the value of the expression is not used, one must decide whether to preincrement (decrement) or postincrement (decrement). Pros: When the return value is ignored, the "pre" form (++i) is never less efficient than the "post" form (i++), and is often more efficient. This is because post-increment (or decrement) requires a copy of i to be made, which is the value of the expression. If i is an iterator or other non-scalar type, copying i could be expensive. Since the two types of increment behave the same when the value is ignored, why not just always pre-increment? Cons: The tradition developed, in C, of using post-increment when the expression value is not used, especially in for loops. Some find post-increment easier to read, since the "subject" (i) precedes the "verb" (++), just like in English. Decision: For simple scalar (non-object) values there is no reason to prefer one form and we allow either. For iterators and other template types, use pre-increment. Use of const link ▶We strongly recommend that you use const whenever it makes sense to do so. Definition: Declared variables and parameters can be preceded by the keyword const to indicate the variables are not changed (e.g., const int foo). Class functions can have the const qualifier to indicate the function does not change the state of the class member variables (e.g., class Foo { int Bar(char c) const; };). Pros: Easier for people to understand how variables are being used. Allows the compiler to do better type checking, and, conceivably, generate better code. Helps people convince themselves of program correctness because they know the functions they call are limited in how they can modify your variables. Helps people know what functions are safe to use without locks in multi-threaded programs. Cons: const is viral: if you pass a const variable to a function, that function must have const in its prototype (or the variable will need a const_cast). This can be a particular problem when calling library functions. Decision: const variables, data members, methods and arguments add a level of compile-time type checking; it is better to detect errors as soon as possible. Therefore we strongly recommend that you use const whenever it makes sense to do so: If a function does not modify an argument passed by reference or by pointer, that argument should be const. Declare methods to be const whenever possible. Accessors should almost always be const. Other methods should be const if they do not modify any data members, do not call any non-const methods, and do not return a non-const pointer or non-const reference to a data member. Consider making data members const whenever they do not need to be modified after construction. However, do not go crazy with const. Something like const int * const * const x; is likely overkill, even if it accurately describes how const x is. Focus on what's really useful to know: in this case, const int** x is probably sufficient. The mutable keyword is allowed but is unsafe when used with threads, so thread safety should be carefully considered first. Where to put the const Some people favor the form int const *foo to const int* foo. They argue that this is more readable because it's more consistent: it keeps the rule that const always follows the object it's describing. However, this consistency argument doesn't apply in this case, because the "don't go crazy" dictum eliminates most of the uses you'd have to be consistent with. Putting the const first is arguably more readable, since it follows English in putting the "adjective" (const) before the "noun" (int). That said, while we encourage putting const first, we do not require it. But be consistent with the code around you! Integer Types link ▶Of the built-in C++ integer types, the only one used is int. If a program needs a variable of a different size, use a precise-width integer type from , such as int16_t. Definition: C++ does not specify the sizes of its integer types. Typically people assume that short is 16 bits, int is 32 bits, long is 32 bits and long long is 64 bits. Pros: Uniformity of declaration. Cons: The sizes of integral types in C++ can vary based on compiler and architecture. Decision: defines types like int16_t, uint32_t, int64_t, etc. You should always use those in preference to short, unsigned long long and the like, when you need a guarantee on the size of an integer. Of the C integer types, only int should be used. When appropriate, you are welcome to use standard types like size_t and ptrdiff_t. We use int very often, for integers we know are not going to be too big, e.g., loop counters. Use plain old int for such things. You should assume that an int is at least 32 bits, but don't assume that it has more than 32 bits. If you need a 64-bit integer type, use int64_t or uint64_t. For integers we know can be "big", use int64_t. You should not use the unsigned integer types such as uint32_t, unless the quantity you are representing is really a bit pattern rather than a number, or unless you need defined twos-complement overflow. In particular, do not use unsigned types to say a number will never be negative. Instead, use assertions for this. On Unsigned Integers Some people, including some textbook authors, recommend using unsigned types to represent numbers that are never negative. This is intended as a form of self-documentation. However, in C, the advantages of such documentation are outweighed by the real bugs it can introduce. Consider: for (unsigned int i = foo.Length()-1; i >= 0; --i) ... This code will never terminate! Sometimes gcc will notice this bug and warn you, but often it will not. Equally bad bugs can occur when comparing signed and unsigned variables. Basically, C's type-promotion scheme causes unsigned types to behave differently than one might expect. So, document that a variable is non-negative using assertions. Don't use an unsigned type. 64-bit Portability link ▶Code should be 64-bit and 32-bit friendly. Bear in mind problems of printing, comparisons, and structure alignment. printf() specifiers for some types are not cleanly portable between 32-bit and 64-bit systems. C99 defines some portable format specifiers. Unfortunately, MSVC 7.1 does not understand some of these specifiers and the standard is missing a few, so we have to define our own ugly versions in some cases (in the style of the standard include file inttypes.h): // printf macros for size_t, in the style of inttypes.h #ifdef _LP64 #define __PRIS_PREFIX "z" #else #define __PRIS_PREFIX #endif // Use these macros after a % in a printf format string // to get correct 32/64 bit behavior, like this: // size_t size = records.size(); // printf("%"PRIuS"\n", size); #define PRIdS __PRIS_PREFIX "d" #define PRIxS __PRIS_PREFIX "x" #define PRIuS __PRIS_PREFIX "u" #define PRIXS __PRIS_PREFIX "X" #define PRIoS __PRIS_PREFIX "o" Type DO NOT use DO use Notes void * (or any pointer) %lx %p int64_t %qd, %lld %"PRId64" uint64_t %qu, %llu, %llx %"PRIu64", %"PRIx64" size_t %u %"PRIuS", %"PRIxS" C99 specifies %zu ptrdiff_t %d %"PRIdS" C99 specifies %zd Note that the PRI* macros expand to independent strings which are concatenated by the compiler. Hence if you are using a non-constant format string, you need to insert the value of the macro into the format, rather than the name. It is still possible, as usual, to include length specifiers, etc., after the % when using the PRI* macros. So, e.g. printf("x = %30"PRIuS"\n", x) would expand on 32-bit Linux to printf("x = %30" "u" "\n", x), which the compiler will treat as printf("x = %30u\n", x). Remember that sizeof(void *) != sizeof(int). Use intptr_t if you want a pointer-sized integer. You may need to be careful with structure alignments, particularly for structures being stored on disk. Any class/structure with a int64_t/uint64_t member will by default end up being 8-byte aligned on a 64-bit system. If you have such structures being shared on disk between 32-bit and 64-bit code, you will need to ensure that they are packed the same on both architectures. Most compilers offer a way to alter structure alignment. For gcc, you can use __attribute__((packed)). MSVC offers #pragma pack() and __declspec(align()). Use the LL or ULL suffixes a
Release history (reverse chronological order) This release 1.3.7.1 Release date: December 11, 2006 Known bugs: none Fixes/features added from previous release: a) added support for multiple filters per process in VsDrvr.dll b) updated manual Previous release 1.3.5 Release date: October 11th, 2005 Known bugs: none Fixes/features added from previous release a) added VsSetWavelengthStep and VsGetWavelengthStep functions b) added VsSetWavelengthWavesConfirm() function c) fixed error-handling of VsSetWavelength() In earlier revisions, the error status light was cleared after a VsSetWavelength() call failed, so the user did not see the light turn red to alert that an error had occurred. This has been fixed in 1.35 so the error light remains lit, and an error code is returned. d) added range-check to VsDefinePalette() Previous revisions did not range-check the palette index number, and hard crashes could be produced if out-of-range values were supplied to this routine. Previous release 1.33b Release date: February 9, 2005 Known bugs: none Fixes/features changed from previous release: a) Fixed installer: programmers?guide (vsdrvr.pdf) installed when SDK is selected. Previous release 1.33a Release date: January 10th, 2005 Known bugs: i) SDK programmers?guide is not installed even if SDK is selected. Fixes/features added from previous release a) VsDrvr.dll fixed handling of COMx ports that do not support 460kb The autobaud sequence tries a variety of baud rates, some of which are not supported by RS-232 interfaces (but are supported on USB virtual COM ports). This was not handled properly, so if a call was made to VsOpen when no VariSpec was present, but a later call was made when a filter was present, the latter would fail. b) VsGui added check of which COMx ports are present on computer This program now filters its COMx list and only shows ports which actually exist; it used to show COM1 ?COM8 even if not all of these were present. c) VsGui added automatic filter detection on Configure dialog This checks all ports in turn, and reports the first detected filter. The search order is determined by the order in which the computer lists ports in the Registry. d) VsGui changed to recognize filters as present while initializing In prior revisions, VsGui would not report no filter found if a filter was present but still going through its power-up initialization. Now, a message box is posted to indicate that a filter was found, and the program checks whether initialization is complete, at 1 second intervals. When the filter is done initializing, the VsGui controls become active and report the filter information (serial number, wavelength range, etc). e) VsGui added filter status item to Configure dialog Adjacent the COMx combo box, there is now a text field that indicates filter status as 揘ot found? 揑nitializing? or 揜eady? This field is updated whenever the combo box selection is changed. Previous release 1.32 Release date: July 27th, 2004 Known bugs: COMx port described above as 1.33 fix item a) Fixes/features added from previous release a) VsGui added a sweep feature to enable cycling the filter The wavelength start, stop, and step are adjustable. Cycling can be done a fixed number of times or indefinitely. Previous release 1.30 Release date: June 23rd, 2004 Known bugs: none Fixes/features added from previous release a) New commands VsSetWaveplateAndWaves(), VsGetWaveplateAndWaves(), VsGetWaveplateLimits(), and VsGetWaveplateStages() were added for support of variable retarder models. b) New commands VsSetRetries() and VsSetLatencyMs() were added for control of serial port latency and automatic retry in case of error. c) New commands VsSetMode() and VsGetMode() were added for control of the VariSpec filter抯 triggering and sweep modes d) New command VsGetSettleMs() was added to learn optics settling time e) New commands VsIsDiagnostic() and VsIsEngagedInBeam() were added. These are reserved for CRI use and are not supported for use by end users. f) The command syntax and functionality of the VsSendCommand() function was changed - see description of this command for details g) The VsGui program was modified to add sweep function, and the associated files were added to the file manifest. The new functions are assigned higher ordinal numbers than the earlier commands, so the ordinal numbers assigned to routines in the earlier VsDrvr routines are preserved. This means one may use the new VsDrvr.dll file with applications that were developed and linked with the earlier release, without any need to recompile or relink the application. Of course, to use the new functions one must link the application code with the new .lib file containing these functions. Previous release: 1.20 Release date December 3rd, 2003 Known bugs: a) there is a conflict when one uses the implicit palette to set wavelengths, and also defines palette states explicitly using the VsDefinePalette() function. When the explicitly set palette state overwrites a palette state implicitly associated with a certain wavelength, that wavelength will not be accurately set when one issues the VsSetWavelength() command. This is fixed in release 1.30 Fixes/features added from previous release a) fixes bug with implicit palette in September 8 release b) incorporates implicit retry for command send/reply if error in transmission c) recognizes filters with serial numbers > 60000 (normally VariLC numbers) d) supports binary transfer of >127 bytes Previous release 1.11 Release date September 8, 2003 Known bugs a) implicit palette can fail to create palette entry, causing tuning error b) VsSendBinary() fails if 128 chars or more sent (signed char error) Fixes/features added from previous release a) included VsIsPresent() function omitted from function list of 1.10 release Previous release 1.10 Release date: August 28th, 2003 Known bugs: a) VsIsPresent function not included ?generates 搖nresolved external?at link-time Fixes/features added from previous release: b) added command VsEnableImplicitPalette() to code and documentation added command VsConnect() to code and documentation added command VsClose() to code and documentation added local variable to avoid unnecessary querying of diagnostic status documented that command VsConnect() will not be supported in future documented that command VsDisconnect() will not be supported in future documented that command VsIsConnected() will not be supported in future changed to Windows Installer from previous ZIP file added table summary of commands to this manual Previous release 1.00 Release date: November 5th, 2002 Known bugs: a) none Fixes/features added from previous release b) n/a ?initial releaseDescription This package provides a set of functions to control the VariSpec filter, which may be called from C or C++ programs. It incorporates all aspects of the filter communication, including low-level serial routines. With these routines, one can address the filter as a virtual object, with little need for detailed understanding of its behavior. This simplifies the programming task for those who want to integrate the VariSpec into larger software packages. File manifest All files are contained in a single installer file which includes the following: vsdrvr.h declaration file vsdrvr.lib library stub file vsdrvr.dll run-time library vsdrvr_r1p30.pdf (this file) release notes and programmer抯 guide {sample program using VsDrvr package} registryAccess.cpp registryAccess.h resource.h stdafx.h VsConfigDlg.cpp VsConfigfDlg.h VsGui.cpp VsGui.h VsGui.mak VsGui.rc VsGuiDlg.cpp VsGuiDlg.h VsSweep.cpp VsSweep.h Development cycle In order to use the DLL, one should take the following steps: a) Add #include 搗sdrvr.h?statements to all files that access the VariSpec software b) Add vsdrvr.lib to the list of modules searched by the linker c) Place a copy of vsdrvr.dll in either the folder that includes the executable code for the program being developed; or, preferably, in the windows system folder. Failures in step a) will lead to compiler errors; in step b) to linker errors; in step c) to a run-time error message that 揳 required .DLL file, vsdrvr.dll, was not found? VariSpec filter configuration The VariSpec filter communicates via ASCII commands sent over an RS-232 interface or USB. The RS232 can operate at 9600 or 19,200 baud, while the USB appears as a virtual COMx device. While it appears to be present at either 9600 baud or 115.2 kbaud , the actual data transmission occurs at 12 MBaud over the USB. Each command is terminated with an end-of-line terminator which can be either a carriage-return <c/r> or line feed <l/f>. For RS-232 models, the baud rate and terminator character are selected using DIP switches inside the VariSpec electronics module. Default settings are 9600 baud, and the <c/r> character (denoted 慭r?in the C language). For USB devices, the terminator is always <c/r>. For latest information, or to determine how to alter the settings from the factory defaults, consult the VariSpec manual. Timing and latency The VariSpec filter takes a finite time to process commands, which adds an additional delay to that imposed by simple communication delays. In general, the time to process a given command is short except for the following operations: ?filter initialization ?wavelength selection ?palette definition The first of these is quite lengthy (30 seconds or more) because it involves measurements and exercising of the liquid crystal optics. The latter two are much faster but still can take a significant amount of time (up to 300 ms) on the older RS-232 electronics due to the computations involved. On the newer, USB electronics, the latter two functions are completed in less than 5 ms. For this reason, the functions that handle these actions offer the option of waiting until the action is complete before returning (so-called synchronous operation); although they can be called in an asynchronous mode where the function returns as soon as all commands have been sent to the VariSpec, without waiting for them to run to completion. Another option is to use implicit palette tables. If this is enabled, by calling the VsEnableImplicitPalette() function, the driver will define the settings for a given wavelength once, then saves the results within the VariSpec for faster access next time that wavelength is used. Subsequent access times are essentially instantaneous, until either all of the 128 palette states are in use, or the palette is cleared via the VsClearPalette() command. The VsIsReady() function can be used to determine whether a filter is done processing all commands. Ideally, one should check VsIsReady() using a timer or the like to wait efficiently, so that the host PC is free to do other tasks while waiting for the VariSpec. The VariSpec always processes each command to completion before starting on the next command, and it has a 256 byte input buffer, so there is no problem issuing several commands at once; they will all be executed, and in the order given. This also indicates another way to coordinate one抯 program with the VariSpec filter: one can issue any of the VsGetxxx() functions, which query the filter. Since these do not return until the filter has responded, one may be sure that there are no pending commands when the VsGetxxx() function completes. The VsDrvr package provides for automatic re-try of commands up to 3 times, in the event that communications are garbled, and will wait up to 2 seconds for completion of serial commands. The number of retries can be set from 0 to 10, and the latency adjusted, if desired. However, there should be no need to do so. The hardware and software have been tested and observed to execute several million commands without a single communications error, so in practice the need for the retry protocol is very slight. Communication speed is not improved by reducing the latency, since commands proceed when all characters are received, and the latency time to time-out is only relevent when there is a communications lapse ?and as noted, these are very unlikely so the performance burden of retries should not be a practical consideration. Multiple Filters and Multiple Processes These routines only permit one VariSpec per process, and one process per VariSpec. So, these routines cannot control multiple filters at once from a single process; nor can several active processes seek to control the same filter at the same time. The VsDrvr package anticipates a future upgrade to enable control of multiple filters per process, so it makes use of an integer handle to identify which VariSpec is being controlled, even though (for now) only a single filter can be active. This handle is checked, and the correct handle must be used in all calls. Program flow and sequence Typical programs should use the following API calls (all applications, upon initiating link to the filter) ?call VsOpen() to establish communications link (required) ?call VsIsPresent() to confirm a filter is actually present ?call VsIsReady() in case filter is still doing power-up sequence <wait until no longer busy> ?call VsGetFilterIdentity() to learn wavelength limits and serial number if needed (if setting wavelengths via implicit palettes; recommended especially with older filters) ?call VsEnableImplicitPalettes() ? (to set wavelengths, either directly or via implicit palettes) ?call VsSetWavelength() and VsGetWavelength() to select and retrieve tuning (if setting wavelengths by means of palettes, and managing palettes explicity) ?call VsDefinePaletteEntry() and VsClearPalette() to define palette entries ?call VsSetPalette() and VsGetPalette() to select and retrieve palette state (all applications, when done with the filter) ?call VsClose() to release the communications link (required) Sample program Source code for a sample program, VsGui, is provided, which illustrates how to control a VariSpec filter using the VsDrvr package. All filter control code lives in the VsGuiDlg.cpp module, specifically in the Connect(), RequestToSetWavelength(), and VsWriteTimerProc() functions. The latter two use a system timer to decouple the GUI from the actual filter control, for more responsive feedback to the user. Such an approach is unnecessary if palettes are used, which is preferable when one wishes the best real-time performance. See the VariSpec manual for further information. Auxiliary commands Certain commands are normally only used at the factory when filters are being built and configured, or in specialized configurations. These appear after the normal command set in the listing below. Obsolescent commands The VsConnect(), VsIsConnected(), and VsDisconnect() functions are obsolescent. They are supported in this release, but will not necessarily exist in releases after 1.3x. As they are obsolescent, they are not recommended for new code. These function calls are not documented further in this manual.Summary of commands Normal Commands VsClearError(vsHnd) VsClearPalette(vsHnd) VsClearPendingCommands(vsHnd) VsClose(vsHnd) VsDefinePalette(vsHnd, palEntry, wl) VsEnableImplicitPalette(vsHnd, isEnabled) VsGetError(vsHnd, *pErr) VsGetFilterIdentity(vsHnd, *pVer, *pSerno, *pminWl, *pmaxWl) VsGetMode(vsHnd, int *pMode) VsGetPalette(vsHnd, *ppalEntryNo) VsGetSettleMs(vsHnd, *psettleMs) VsGetTemperature(vsHnd, *pTemperature) VsGetWavelength(vsHnd, *pwl) VsGetWavelengthAndWaves(vsHnd, double *pWl, double *pwaves) VsGetWaveplateLimits(vsHnd, double *pminWaves, double *pmaxWaves) VsGetWaveplateStages(vsHnd, int *pnStages) VsIsPresent(vsHnd) VsIsReady(vsHnd) VsOpen(*pvsHnd, portName, *pErrorCode) VsSetLatencyMs(vsHnd, nLatencyMs) VsSetMode(vsHnd, mode) VsSetPalette(vsHnd, palEntry) VsSetRetries(vsHnd, nRetries) VsSetWavelength(vsHnd, wl, confirm) VsSetWavelengthAndWaves(vsHnd, wl, waveplateVector) Auxiliary commands VsGetAllDrive(vsHnd, *pStages, drive[]) VsGetNstages(vsHnd, *pStages) VsGetPendingReply(vsHnd, reply, nChars, *pQuit, firstMs, subsequentMs) VsGetReply(vsHnd, reply, nChars, waitMs) VsIsDiagnostic(vsHnd) VsIsEngagedInBeam(vsHnd) VsSendBinary(vsHnd, bin[], nChars, clearEcho) VsSendCommand(vsHnd, cmd, sendEolChar) VsSetStageDrive(vsHnd, stage, drive) VsThermistorCounts(vsHnd, *pCounts) Alphabetical list of function calls Syntax Throughout this manual, the following conventions are used: VSDRVR_API Int32 VsOpen( VS_HANDLE *vsHnd, LPCSTR port, Int32 *pErrorCode ) Bold text is used for function names Italics indicate variables whose names (or values) are supplied by the user in their code Name-mangling The declaration file vsdrvr.h includes statements that render the API names accurately in a C++ environment, i.e. free of the name-mangling decoration suffix that is normally added by C++ compilers. Thus the functions can be called freely from either C or C++ programs, using the names exactly as shown in this manual or in the VsDrvr.h file. Call and argument declarations The call protocol type, VSDRVR_API, is declared in vsdrvr.h, as are the types Int32 and VS_HANDLE. Errors All functions return an Int32 status value, which is TRUE if the routine completed successfully and FALSE if there was an error. If there is an error in the VsOpen() function, the error is returned in *pErrorCode. If there is an error in communicating with a filter after a successful VsOpen(), one should use the VsGetError() function to obtain the specific error code involved. This function returns VSD_ERR_NOERROR if there is no error pending. Main and auxiliary functions The next section provides a description of the main functions, in alphabetic order; followed by the auxiliary functions, also in alphabetical order. In normal use, one will probably have no need for the auxiliary functions, but this list is provided for completeness. VSDRVR_API Int32 VsClearError( VS_HANDLE vsHnd ) Arguments: vsHnd handle value returned by VsOpen() Purpose: this function clears any pending error on the VariSpec. This resets the error LED on the filter, and sets the pending error to VS_ERR_NOERROR. Returns: TRUE if successful, FALSE otherwise Notes: noneVSDRVR_API Int32 VsClearPalette( VS_HANDLE vsHnd ) Arguments: vsHnd handle value returned by VsOpen() Function: clears all elements of the current filter palette and renders the current palette element undefined. Returns: TRUE if successful, FALSE otherwise Notes: none VSDRVR_API Int32 VsClearPendingCommands( VS_HANDLE vsHnd ) Arguments: vsHnd handle value returned by VsOpen() Function: clears all pending commands including any presently in-process Returns: TRUE if successful, FALSE otherwise Notes: none VSDRVR_API Int32 VsClose( VS_HANDLE vsHnd ) Arguments: vsHnd handle value returned by VsOpen(). May also be NULL, in which case all VariSpec filters are disconnected. Function: Disconnects the filter. Returns: TRUE if successful, FALSE otherwise Notes: No other functions will work until VsOpen() is called to re-establish communications with the filter. VSDRVR_API Int32 VsDefinePalette( VS_HANDLE vsHnd, Int32 palEntry, double wl) Arguments: vsHnd handle value returned by VsOpen() palEntry palette entry to be defined, in the range [0, 127] wl wavelength associated with this palette entry Function: creates a palette entry for the entry and wavelength specified. This palette entry can then be accessed using VsSetPalette() and VsGetPalette() functions. Returns: TRUE if successful, FALSE otherwise Notes: palettes provide a fast way to define filter settings for wavelengths that are to be repeatedly accessed. The calculations are performed once, at the time the palette element is defined, and the results are saved in a palette table to tune to that wavelength without repeating the underlying calculations. And, one may cycle through the palette table, once defined, by means of TTL a trigger signal to the filter electronics. For more information about using palettes, consult the VariSpec user抯 manual. VSDRVR_API Int32 VsEnableImplicitPalette( VS_HANDLE vsHnd, BOOL imlEnabled) Arguments: vsHnd handle value returned by VsOpen() implEnabled selects whether to use implicit palette definition Function: enables or disables implicit palette generation when wavelengths are defined using the VsSetWavelength function. If enabled, a new palette entry is created whenever a new wavelength is accessed, and the VsSetWavelength function will use this palette entry whenever that wavelength is accessed again, until the palette is cleared. The result is improved tuning speed; however, it means that the palette contents are altered dynamically, which can be a problem if one relies upon the palette contents remaining fixed. Clearing the palette with VsClearPalette() will clear all implicit palette entries as well as explicitly defined palette entries. This is useful if one knows that wavelengths used previously will not be used again, or that a new set of wavelengths is about to be defined and one wishes to make sure there is sufficient room in the palette. Returns: TRUE if successful, FALSE otherwise Notes: By default, the implicit palette is enabled for VariSpec filters that have RS-232 interface, and is disabled for newer VariSpec filters that have the USB interface. This is because the newer filters perform the filter tuning calculations fast enough that no performance improvement is obtained by using the implicit palette to set wavelength. For more information about using palettes, consult the VariSpec user抯 manual. VSDRVR_API Int32 VsGetError( VS_HANDLE vsHnd, Int32 *pErr) Arguments: vsHnd handle value returned by VsOpen() pErr pointer to the int that will receive the most recent error code Purpose: this function clears any pending error on the VariSpec. This resets the error LED on the filter, and sets the pending error to VS_ERR_NOERROR. Returns: TRUE if successful, FALSE otherwise Notes: noneVSDRVR_API Int32 VsGetFilterIdentity( VS_HANDLE vsHnd, Int32 *pVer, Int32 *pSerno, double *pminWl, double *pmaxWl ) Arguments: vsHnd handle value returned by VsOpen() pVer pointer to variable that receives the filter firmware version pSerno pointer to variable that receives the filter serial number pminWl pointer to variable that receives the filter抯 minimum wavelength pmaxWl pointer to variable that receives the filter抯 maximum wavelength Purpose: this function reads the filter抯 information using the VariSpec 慥?command, and puts it to the call variables. Any one of the pointers may be NULL, in which case that piece of information is not returned. Returns: TRUE if successful, FALSE otherwise Notes: none VSDRVR_API Int32 VsGetMode( VS_HANDLE vsHnd, Int32 *pMode ) Arguments: vsHnd handle value returned by VsOpen() pMode pointer to variable that receives the filter mode Purpose: this function enables one to read the filter抯 present mode. The mode describes how the filter responds to hardware triggers, and is described in the filter manual. If the pointer *pMode is NULL, no information is returned. Returns: TRUE if successful, FALSE otherwise Notes: none VSDRVR_API Int32 VsGetPalette( VS_HANDLE vsHnd, Int32 *ppalEntry ) Arguments: vsHnd handle value returned by VsOpen() ppalEntry pointer to int that receives the 0-based palette entry number. This pointer may not be NULL. Purpose: this function determines what palette entry is currently active and returns it to *ppalEntry. If the present palette entry is undefined, it sets *ppalEntry to ? and returns a successful status code. Returns: TRUE if successful, FALSE otherwise Notes: noneVSDRVR_API Int32 VsGetSettleMs( VS_HANDLE vsHnd, Int32 *pSettleMs ) Arguments: vsHnd handle value returned by VsOpen() pSettleMs pointer to variable that receives the filter settling time Purpose: this function returns the filter抯 settling time, in milliseconds. This is useful for establishing overall system timing. The settling time is defined as beginning at the moment that the electronics have processed the request to change wavelength, as determined by VsIsReady() or equivalent. At that moment, the new set of drive signals are applied to the optics, and the optics will settle in *psettleMs milliseconds. The settling time is defined as a 95% settling time, meaning the filter has settled to 95% of its ultimate transmission value at the new wavelength being tuned to. Returns: TRUE if successful, FALSE otherwise Notes: none VSDRVR_API Int32 VsGetTemperature( VS_HANDLE vsHnd, double *pTemperature ) Arguments: vsHnd handle value returned by VsOpen() pTemperature pointer to double that will receive the filter temperature, in C This pointer may not be NULL Purpose: this function determines the filter temperature using the VariSpec 慪?command, and puts the result to *pTemperature. Returns: TRUE if successful, FALSE otherwise Notes: noneVSDRVR_API Int32 VsGetWavelength( VS_HANDLE vsHnd, double *pwl ) Arguments: vsHnd handle value returned by VsOpen() pwl pointer to double that will receive the filter wavelength, in nm This pointer may not be NULL Purpose: this function determines the current filter wavelength and returns it to *pwl. If the present wavelength is undefined, it sets *pwl to ? and returns a successful status code. Returns: TRUE if successful, FALSE otherwise Notes: none VSDRVR_API Int32 VsGetWavelengthAndWaves( VS_HANDLE vsHnd, double *pwl, double *pwaves ) Arguments: vsHnd handle value returned by VsOpen() pwl pointer to double that will receive the filter wavelength, in nm. This pointer may not be NULL pwaves pointer to double array that will receive one or more waveplate settings. The actual number of settings may be determined by VsGetWaveplateStages(). Purpose: this function determines the current filter wavelength and returns it to *pwl. If the present wavelength is undefined, it sets *pwl to ? and returns a successful status code. If the present wavelength is defined, it also returns the waves of retardance at each of the polarization analysis waveplates in the optics, in the pwaves[] array. Returns: TRUE if successful, FALSE otherwise Notes: See the description of the VsGetWaveplateStages() command for more detail on what stages are considered waveplates. VSDRVR_API Int32 VsGetWaveplateLimits( VS_HANDLE vsHnd, double *pminWaves, double *pmaxWaves ) Arguments: vsHnd handle value returned by VsOpen() pminWaves pointer to double array that will receive the minimum retardances possible at each of the waveplate stages in the filter optics. pmaxWaves pointer to double array that will receive the maximum retardances possible at each of the waveplate stages in the filter optics Purpose: this function determines the range of retardances that are possible at each waveplate stage, in waves, at the present wavelength setting. Note that the retardance range is itself a function of wavelength, so the results will vary as the wavelength is changed. Returns: TRUE if successful, FALSE otherwise Notes: See the description of the VsGetWaveplateStages command for more detail on what stages are considered waveplates. VSDRVR_API Int32 VsGetWaveplateStages( VS_HANDLE vsHnd, Int32 *pnwpStages ) Arguments: vsHnd handle value returned by VsOpen() pnwpStages pointer to Int32 that will receive the number of waveplate stages in the filter optics. This pointer may not be NULL Purpose: this function determines how many polarization analysis stages are present in the optics and returns this number. Note that although all VariSpec filters operate by means of variable retarder element, optical stages that perform wavelength tuning rather than polarization analysis are not treated as waveplate stages. For example, most VariSpec filters do not include any polarization analysis stages and thus report no waveplates. VsGetWaveplateStages will return a value of 2 for conventional PolScope optics. In contrast, VsGetNstages() reports the total number of stages in a filter, including stages that perform polarization analysis and stages that perform wavelength tuning. Returns: TRUE if successful, FALSE otherwise Notes: none VSDRVR_API Int32 VsIsPresent( VS_HANDLE vsHnd ) Arguments: vsHnd handle value returned by VsOpen() Function: determines whether a filter is actually present and responding. This is done using the status-check character ??as described in the VariSpec manual. Returns: TRUE if successful, FALSE otherwise Notes: none VSDRVR_API Int32 VsIsReady( VS_HANDLE vsHnd ) Arguments: vsHnd handle value returned by VsOpen() Function: determines whether the filter is done processing all commands, and is ready to receive new commands. Returns: TRUE if successful, FALSE otherwise Notes: this is useful when sending commands such as VsSetWavelength(), VsInitialize(), VsExercise(), and VsDefinePaletteEntry() in asynchronous mode. These commands take a prolonged time, and running them synchronously ties up the processor waiting. Alternatively, one can create a loop that uses CreateWaitableTimer(), SetWaitableTimer(), and WaitForSingleObject() to call VsIsReady() at intervals, checking whether the filter is ready. This approach, though more work for the programmer, leaves most of the processor capacity free for other tasks such as GUI update and the like. VSDRVR_API Int32 VsOpen (VS_HANDLE *pvsHnd, LPCSTR port, Int32 *pErrorCode ) Arguments: pvsHnd pointer to handle. This pointer may not be NULL. port port name, such as 揅OM1? pErrorCode pointer to Int32 to receive an error code if VsOpen() fails Purpose: establishes a connection to the VariSpec using the port specified, and automatically determines the baud rate and end-of-line character for subsequent communications. It also retrieves the filter抯 serial number and wavelength range, to confirm that it is a VariSpec and not some other similar device. However, these are retrieved purely as an integrity check, and the values are not returned to the calling application. See VsGetFilterInfo() to access this information. If the device responds as a VariSpec does when it is not ready (i.e. still initializing), VsOpen() fails and returns the error code VSD_ERR_BUSY. However, one may not be sure that the device is a VariSpec until VsOpen() completes successfully The error codes returned by this function are listed in VsDrvr.h. When VsOpen() runs successfully, *pErrorCode is set to VSD_ERR_NOERROR. The handle associated with this filter is set by VsOpen() to a nonzero handle value if successful, or to NULL if no connection is established. The port may refer to COM1 through COM8. Return: TRUE if successful, FALSE otherwise Notes: Until this function is called, none of the other functions will work. VSDRVR_API Int32 VsSetLatency( VS_HANDLE vsHnd, Int32 latencyMs ) Arguments: vsHnd handle value returned by VsOpen() latencyMs the serial port latency, in ms, in the range [1, 5000] Purpose: this function sets the latency time for USB or RS-232 commands to the value given by latencyMs. Commands that do not conclude in this time are considered to have timed-out. Returns: TRUE if successful, FALSE otherwise Notes: increasing the latency time does not increase the time for commands to complete, nor does it insert any delays in normal processing. It merely defines the window for maximum transmission time, beyond which time an error is reported. VSDRVR_API Int32 VsSetPalette( VS_HANDLE vsHnd, Int32 palEntry ) Arguments: vsHnd handle value returned by VsOpen() palEntry the palette entry to be set, in the range [0, 127] Purpose: this function sets the filter to the palette entry specified by palEntry Returns: TRUE if successful, FALSE otherwise Notes: palettes are a good way to control the filter in applications where it will be cycled repeatedly to various, fixed wavelength settings. Palettes calculate the filter settings once, and save the results for rapid access later, rather than calculating them each time, as occurs when one sets the wavelength directly with VsSetWavelength(). See the VariSpec manual for more information on palettes.VSDRVR_API Int32 VsSetRetries( VS_HANDLE vsHnd, Int32 nRetries ) Arguments: vsHnd handle value returned by VsOpen() nRetries the number serial communications retries, in the range [0, 10] Purpose: The VsDrvr software automatically detects errors in communication and re-sends if an error is detected. This function sets the number of times to retry sending any single command, before reporting a communications failure. The default is 3, which should be adequate, and one should rarely need to change this, if ever. The primary purpose of this function is to enable setting the number of retries to zero, to force single-error events to cause detectable errors (as they would normally be fixed automatically via the retry mechanism) Returns: TRUE if successful, FALSE otherwise Notes: noneVSDRVR_API Int32 VsSetWavelength( VS_HANDLE vsHnd, double wl, BOOL confirm ) Arguments: vsHnd handle value returned by VsOpen() wl wavelength to tune to, in nm confirm logical flag, indicating whether to confirm actual wavelength value Purpose: this function sets the filter wavelength to the value in wl. If confirm is TRUE, it waits for the filter to complete the command, and then reads back the actual wavelength to confirm it was implemented successfully. Note that the only time there can be a disparity is when the wavelength requested by wl lies outside the legal range for that filter, or if the wavelength is specified to a finer resolution than the filter recognizes (normally, 0.01 nm). Returns: TRUE if successful, FALSE otherwise Notes: noneVSDRVR_API Int32 VsGetAllDrive( VS_HANDLE vsHnd, Int32 *pStages, Int32 drive[] ) Arguments: vsHnd handle value returned by VsOpen() pStages pointer to int that will receive the number of stages in the filter drive[] int array to receive the filter drive levels. Purpose: this function reports the number of filter stages in *pStages. If this argument is NULL, it is ignored. The function returns the actual drive level at each stage, in counts, in drive[] , which must not be NULL. Returns: TRUE if successful, FALSE otherwise Notes: The array drive[] must be large enough to receive all the drive levels ?if the exact number of stages is not known, call VsGetNstages() first, or allocate enough array elements (12) to accommodate the largest filter design.VSDRVR_API Int32 VsGetNstages( VS_HANDLE vsHnd, Int32 *pStages ) Arguments: vsHnd handle value returned by VsOpen() pStages pointer to int that will receive the number of stages in the filter Purpose: this function determines the number of optical stages in the filter and returns it in *pStages, which may not be NULL. Returns: TRUE if successful, FALSE otherwise Notes: noneVSDRVR_API Int32 VsGetPendingReply( VS_HANDLE vsHnd, LPSTR reply, Int32 nChars, Int32 *pQuit, Int32 firstMs, Int32 subsequentMs ) Arguments: vsHnd handle value returned by VsOpen() reply pointer to buffer that is to receive the reply nChars number of characters to receive pQuit pointer to flag to control this function ?see Notes below firstMs maximum time to wait, in ms, for first character of reply subsequentMs maximum time to wait, in ms, for each subsequent character Purpose: this function is used to exploit some of the less-common aspects of the filter, and it is likely that most programs will require its use. It receives a reply from the filter that may not arrive for a long time. The routine waits up to firstMs for the first character to arrive. Subsequent characters must arrive within subsequentMs of one another. Typically, this routine is called with a high value for firstMs and a lower value for subsequentMs. Returns: TRUE if successful, FALSE otherwise Notes: pQuit can be used to cancel this function while it is waiting for the reply, if that is desired, such as to respond to a user cancellation request. To use this feature, pQuit must be non-NULL and *pQuit must be FALSE at the time VsGetPendingReply() is called. VsGetPendingReply() checks this address periodically, and if it discovers that *pQuit is TRUE, it will cancel and return immediately.VSDRVR_API Int32 VsGetReply( VS_HANDLE vsHnd, LPSTR reply, Int32 nChars, Int32 waitMs ) Arguments: vsHnd handle value returned by VsOpen() reply pointer to buffer that will receive the filter reply nChars the number of characters sought waitMs the maximum time, in ms, to wait for the reply Purpose: this function is used to exploit those filter commands that are not directly provided by other functions, and most programmers will not need to use it. If the reply is not received in the time indicated by waitMs, or if less than nChars are received, the function returns with an unsuccessful status code. Returns: TRUE if successful, FALSE otherwise Notes: noneVSDRVR_API Int32 VsIsDiagnostic( VS_HANDLE vsHnd ) Arguments: vsHnd handle value returned by VsOpen() Function: determines whether the filter is in the diagnostic mode that is used at the factory for setup and calibration. This command is reserved for CRI use only. Returns: TRUE if diagnostic, FALSE otherwise. VSDRVR_API Int32 VsIsEngagedInBeam( VS_HANDLE vsHnd ) Arguments: vsHnd handle value returned by VsOpen() Function: determines whether the filter is engaged in the beam, when configured into certain CRI systems. This function is reserved for CRI use only Returns: TRUE if engaged in the beam, FALSE otherwise VSDRVR_API Int32 VsSendBinary( VS_HANDLE vsHnd, char *bin, Int32 nChars, BOOL clearEcho ) Arguments: vsHnd handle value returned by VsOpen() bin pointer a buffer that contains binary data to be sent to the filter nChars the number of binary characters to be sent clearEcho flag indicating whether to clear echo characters from the queue Purpose: this routine sends binary blocks of data to the filter. This is only necessary when programming calibration data to the filter, and it is not anticipated that this function will be necessary in any normal use. Returns: TRUE if successful, FALSE otherwise Notes: none VSDRVR_API Int32 VsSendCommand( VS_HANDLE vsHnd, LPCSTR cmd, BOOL sendEolChar) Arguments: vsHnd handle value returned by VsOpen() cmd pointer to the command to be sent to the filter sendEolChar flag indicating whether to append the end-of-line character or not Purpose: this function sends the command in cmd to the filter, and appends an end-of-line terminator (or not) based on sendEolChar. It automatically retrieves and discards the character echo of this command by the VariSpec. It does not automatically retrieve the reply, if any, from the VariSpec. Returns: TRUE if successful, FALSE otherwise Notes: The parameter sendEolChar should normally be true in all cases, unless one is sending individual character commands such as the ??or 慇?commands described in the VariSpec user抯 manual.VSDRVR_API Int32 VsSetStageDrive( VS_HANDLE vsHnd, Int32 stage, Int32 drive ) Arguments: vsHnd handle value returned by VsOpen() stage stage number whose drive level is to be adjusted drive drive level, in counts, for that stage Purpose: this function provides a way to manually adjust the drive levels at each of the filter抯 optical stages. It is normally used only during manufacture, and is not a function that most software programs will have any reason to use. Returns: TRUE if successful, FALSE otherwise Notes: none VSDRVR_API Int32 VsThermistorCounts( VS_HANDLE vsHnd, Int32 *pCounts ) Arguments: vsHnd handle value returned by VsOpen() pCounts pointer to int that will receive the thermistor signal, in counts Purpose: this function provides a way to determine the signal level, in counts, at the thermistor. It is normally used only during manufacture, and is not a function that most software programs will have any reason to use. Returns: TRUE if successful, FALSE otherwise Notes: none

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