# Gnash Reference Manual

This manual describes version 0.8.3 of Gnash.

Copyright © 2005, 2006, 2007, 2008 Free Software Foundation

Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. You can find a copy of the GFDL at this link or in the file COPYING-DOCS distributed with this manual.

Revision History
Revision Gnash User Manual version 0.4 | Feb 2008
Rob Savoye `<rob@openmedianow.org>` The end user parts of the manual have been pulled out of the original version of the manual, and rewritten. This is now a reference manual only. Open Media Now! Foundation

List of Tables

2.1. Code Dependency Table
2.2. Testing Dependency Table
2.3. Documentation Dependency Table
2.4. Configuration Options - Features
2.5. Custom Path Options

## Chapter 1. Introduction

Gnash is a free SWF movie player. It is available as a stand-alone application or as a plugin for several popular web browsers. It supports playing media from a disk or streaming over a network connection. Some popular video sharing sites like YouTube are supported on a wide variety of devices from embedded ones to modern desktops.

Gnash has a better focus on security, allowing the user tight control of all network or disk based I/O. Gnash also supports extending ActionScript by creating your own classes. You can write wrappers for any development library, and import them into the player much like Perl or Python does.

## Audience

This manual is primarily focused on users interested in how to get Gnash installed from a package, and basic usage as a web browser plugin. For more technical details, please refer to the Gnash Reference manual.

## What Is Supported?

Gnash is known to compile for most any POSIX and ANSI C++ conforming system if you have all the dependent libraries installed. Systems we test on, and which Gnash is known to run on are Ubuntu, Fedora, Debian, Mandriva, OpenBSD, NetBSD, FreeBSD, Win32, and Darwin (OSX) primarily. Occasionally other platforms are built, primarily by those distribution maintainers. This includes BeOS, Haiku, Syllable, OS/2, Solaris, Slackware, and Gentoo.

Gnash is capable of reading up to SWF v9 files and opcodes, but primarily supports SWF v7, with better SWF v8 and v9 support under heavy development. Since the 0.8.2 release, Gnash includes initial parser support for SWF v8 and v9. Not all ActionScript 2 classes are implemented yet, but all of the most heavily used ones are. Many ActionScript 2 classes are partially implemented; there is support for all of the commonly used methods of each class.

Gnash has implemented about 80% of ActionScript v2.0, and has begun implementing ActionScript v3.0. Gnash supports the majority of Flash opcodes up to SWF v9, and a wide sampling of ActionScript classes for SWF v8.

As ActionScript 3 is a more developed version of ActionScript 2, many of the same classes work for both. Support has been added to Gnash's ActionScript library to support the new ActionScript 3 filters, which get applied to every class. Implementing ActionScript classes is often the easiest way for new Gnash developers to make a contribution without a deep internal knowledge of Gnash.

Gnash has included video support since early 2007, but this is an ever changing field of reverse engineering. Many of the popular video sharing sites use SWF v8 or v9, which Gnash supports imperfectly. This is improving all the time, so often builds from a development snapshot will work when using the older release packaged in your distribution doesn't. You can find daily snapshots of the latest CVS tree at: http://www.gnashdev.org/dev_snapshots.

Gnash uses ffmpeg for codecs, so any file supported by Mplayer should work with Gnash. Gnash supports the loading of patent free codecs like Ogg Vorbis or Theora from disk based files, while work is being done to support these codecs when embedded in a SWF file. Ffmpeg contains the codecs used by the current SWF defintion, FLV, VP6 (ON2), H.263, H.264, and MP3.

## Chapter 2. Building from Source

## Overview

The typical process of building from source will involve getting the source, build dependencies, configuration, compilation, testing, and installation. A simplified overview of the process would be:

            ./autogen.sh
            ./configure
            make
            make check
            make install

If you are compiling with GCC you will probably need to use a machine with at least 128 megabytes of physical RAM; 64MB is not enough for a couple of the files, even with swap enabled and optimisation turned off.

At present the Gnash source is about 30 MB extracted and configured and requires a total of about 125 megabytes to compile it.

Continue reading for detailed step-by-step instructions of the entire procedure.

## Getting The Source

### Releases

Tarballs of official releases can be found in the download area of the project's GNU Savannah page at http://savannah.gnu.org/projects/gnash or under http://ftp.gnu.org/gnu/gnash

### CVS Access

The latest Gnash development sources are available via anonymous CVS. Use the following commands to check them out (just hit return when you are prompted for the password):

    	  export CVS_RSH=ssh
    	  cvs -z3 -d:pserver:anonymous@cvs.sv.gnu.org:/sources/gnash co gnash

You will then be able to update your copy from the repository using

    	  cd gnash
    	  cvs update -d

If you only have access to the internet via a web proxy, you will find daily source snapshots of the latest CVS tree in http://www.gnashdev.org/dev_snapshots

## Code Dependencies

Gnash has a number of dependencies on other packages. If you install the dependencies using a package manager, be certain to install the development versions of the packages. The normal versions are often missing the headers Gnash needs to compile.

Some dependencies have other dependencies, like GTk also needs glib2, atk, and pango to produce a fully linked executable. Different distributions also use differing dependencies, sometimes a package will depend on libxml2 on one system, but libexpat on another.

Table 2.1. Code Dependency Table

Name | Level | Version | Description | Explanation | apt-get package | RPM/Yum package | BSD package
--- | --- | --- | --- | --- | --- | --- | ---
Boost | Required | 1.32 or higher | Boost is a library of portable C++ classes and templates. | In Gnash, Boost libraries are used extensively, primarily boost-gthread and boost-date-time. Boost is used for thread and mutext handling. | `libboost-thread-dev, libboost-date-time-dev libboost-dev` | `libboost-thread-devel, libboost-date-time-devel` | `boost-headers, boost-libs, or just boost`
libxml2 | Required |  | Libxml2 is the GNOME XML parser library and is available at http://xmlsoft.org. | This library is used to parse messages for the XML XMLNode, or XMLSocket ActionScript classes. | `libxml2-dev` | `libxml2-devel` | `libxml2`
AGG | Possibly Required | 2.4 or higher | AGG is the AntiGrain low-level 2D graphics library. | Gnash requires the installation of at least one renderer. AGG is considered the best supported renderer for Gnash. | `libagg-dev` | `agg-devel` | `agg`

OpenGL

Possibly Required

OpenGL is a standard specification defining a cross-language cross-platform API for writing applications which produce 3D and 2D graphics. It supports hardware acceleration. You can download a free implementation from http://www.mesa3d.org, although it doesn't support hardware acceleration.

Gnash requires the installation of at least one renderer. If you don't have a hardware accelerated driver, you're better off using AGG for the renderer.

`libgl1-mesa-dev`

`libmesa-devel`

`mesa`

Cairo | Possibly Required |  | Cairo is a 2D graphics library with support for multiple output devices. It will automatically use graphic card acceleration when available, and has an experimental OpenGL backend. | Gnash requires the installation of at least one renderer. Cairo is considered the least supported renderer for Gnash. | `libcairo2-dev` | `cairo-devel` | `cairo`

GTK

Possibly Required

2.2 or higher

GTK is the GIMP Toolkit GUI library used by the GNOME desktop. It uses Cairo internally. Gtk enables better integration with Firefox, as well as better event handling and higher level GUI constructs like menus and dialog boxes.

Gnash requires the installation of at least one GUI library. GTK is considered to be the best supported GUI library option for Gnash.

`libgtk2.0-dev`

`gtk-devel`

`gtk+2`

GtkGlExt | Possibly Required |  | GtkGlExt integrates OpenGL into GTK. | This library is required in order to use the GTK GUI library in conjunction with the OpenGL renderer. | `libgtkglext1-dev` | `gtkglext-devel` | `gtkglext`

SDL

Possibly Required

The Simple DirectMedia Layer is a cross-platform multimedia library which provides abstraction for audio, graphics, sound and input APIs. SDL is available from http://www.libsdl.org.

Gnash requires the installation of at least one GUI library. SDL may also be used as a sound handler regardless of whether it is employed as a GUI library. The GUI library is poorly supported in Gnash, but the sound handler is the best supported in Gnash.

`libsdl1.2-dev`

`SDL-devel`

`SDL-1.2`

FLTK | Possibly Required | 2.0 or higher | The Fast Light ToolKit is a portable GUI library which is intended as a replacement for the SDL GUI. | Gnash requires the installation of at least one GUI library. FLTK may be used in conjunction with the Cairo and AGG renderers. | No distribution packages are available. | No distribution packages are available. | No distribution packages are available.
KDE | Possibly Required |  | Kdelibs is a collection of libraries needed to compile KDE applications. | Gnash requires the installation of at least one GUI library. Kdelibs is also required for the Kpart plugin for Konqueror. | `kdelibs3-dev, kdebase-dev` | `kdelibs-devel, kdebase-devel` | `kdelibs, kdebase`
Gstreamer | Optional |  | Gstreamer is a video handler. | If you would like video playback, you must install one of the video handlers. | `libgstreamer0.8-dev` | `gstreamer-devel` | `gstreamer-0.10`
gst-ffmpeg | Possibly Required |  | gst-ffmpeg allows you to use the FFMPEG decoder with Gstreamer. | This package is required if you would like to use Gstreamer as a video handler. | `gstreamer0.8-ffmpeg-dev` | `gstreamer-ffmpeg-devel` | `gstreamer-ffmpeg`
FFMPEG | Possibly Required |  | FFMPEG is a video handler. | If you would like video playback, you must install one of the video handlers. When using the gstreamer-ffmpeg plugin, ffmpeg doesn't need to be installed, as it's part of the plugin. For systems without Gstreamer support, ffmpeg can be used directly. | `ffmpeg-dev` | `ffmpeg-devel` | `ffmpeg`
JPEG | Optional |  | JPEG is a lossy image format which is heavily used for images. | This library is used for rendering JPEGs. | `libjpeg62-dev` | `libjpeg` | `jpeg`
PNG | Optional |  | PNG is a patent-free image format which is comparable to GIF. | This library is used for rendering PNGs. | `libpng12-dev` | `libpng` | `png`
libcurl | Optional |  | libcurl is the multiprotocal file transfer library. | This library is used for URL downloading. | `libcurl4-gnutls` | `libcurl` | `curl`
Glib2 | Optional |  | Glib2 is a dependency of Gtk, and is a collection of commonly used functions. | This library is used for convenience. | `glib2-dev` | `glib2-devel` | `glib2`
Atk | Optional |  | Atk is a dependency of Gtk, and is used for accessibility support. | This library is used for accessiblity.. | `atk-dev` | `atk-devel` | `atk`
Pango | Optional |  | Pango is a dependency of Gtk, and is used for font handling. | This library is used for font handling. | `pango-dev` | `pango-devel` | `pango`
automake | Possibly Required | 1.6.0 | Automake is a tool for generating Makefile.in files. | This package is required to run autogen.sh, which is a requirement if you are using the development source from CVS. | `automake` | `automake` | `automake`
autoconf | Possibly Required | 2.59 | Autoconf is a package for generating configure scripts. | This package is required to run autogen.sh, which is a requirement if you are using the development source from CVS. | `autoconf` | `autoconf` | `autoconf`
gettext | Possibly Required | 0.14.6 | Gettext is part of the GNU Translation Project. | This package is required to run autogen.sh, which is a requirement if you are using the development source from CVS. | `gettext` | `gettext` | `gettext`
libtool | Possibly Required | 1.5.22 | This is a generic library support script. | This package is required to run autogen.sh, which is a requirement if you are using the development source from CVS. | `libltdl3-dev` | `libtool` | `libtool`

## Testing Dependencies

Gnash tries to run as many tests as possible, but will silentl skip tests if the tools to run them are unavailable.

Table 2.2. Testing Dependency Table

Name | Level | Version | Description | Explanation | apt-get package | RPM/Yum package | BSD package
--- | --- | --- | --- | --- | --- | --- | ---
Ming | Optional | 0.4.0_beta4 or higher | Ming is an ActionScript compiler. | Ming is the primary compiler for ActionScript testcases. | No distribution packages are available. | No distribution packages are available. | No distribution packages are available.
Mtasc | Optional | 1.12 or higher | Mtasc is an ActionScript compiler. | Mtasc is used in some tests. | `mtasc` | No distribution packages are available. | No distribution packages are available.
swfc | Optional | part of swftools 0.8.1 | Swfc is an swf compiler. | Swfc is used in some testcases. | No distribution packages are available. | No distribution packages are available. | No distribution packages are available.
swfmill | Optional | 0.2.12 | Swfmill is an XML-based SWF (Shockwave Flash) processing tool. | Swfmill is used in some testcases. | No distribution packages are available. | No distribution packages are available. | No distribution packages are available.
Python | Optional | 2.4 or higher | Python is a scripting language. | Python is used by part of the testing framework. | `python` | `python` | `python`
DejaGnu | Optional | 1.4 or higher | DejaGnu is a testing framework. | DejaGnu is used to run multiple tests in an automated fashion. | `dejagnu` | `dejagnu` | `dejagnu`

## Documentation Dependencies

The following packages are used to build Gnash's documentation.

Table 2.3. Documentation Dependency Table

Name | Level | Version | Description | Explanation | apt-get package | RPM/Yum package | BSD package
--- | --- | --- | --- | --- | --- | --- | ---
Docbook | Required |  | Docbook is is an industry-standard XML format for technical documentation. You can download it from http://sourceforge.net/project/showfiles.php?group_id=21935#files. | Gnash documentation is written in Docbook. | `docbook-utils` and `docbook-dsssl` | `docbook-dtd41-sgml` and `docbook-style-dsssl` | docbook
DocBook2X | Optional |  | This software package converts Docbook documents to the traditional man page format, GNU Texinfo format, and HTML (via Texinfo) format. It is available at http://docbook2x.sourceforge.net/. | DocBook2X is required to produce HTML and Texinfo formats. | `docbook2x` | `docbook2x` | `docbook2x`
DocBook-utils | Optional |  | This software package converts Docbook documents to the traditional man page format, GNU Texinfo format, and HTML (via Texinfo) format. | DocBook-utils is required to produce HTML and Texinfo formats. | `docbook-utils` | `docbook-utils` | `docbook-utils`
Texinfo | Possibly Required |  | Texinfo can be used to convert DocBook2X output into GNU info pages. You can download it from http://ftp.gnu.org/gnu/texinfo/. | Texinfo is required if you wish to produce GNU info pages. | `texinfo` | `texinfo` | `texinfo`
FOP | Optional | 0.20.5 | Formatting Objects Processor is a print formatter driven by XSL formatting objects. It is a Java application which can output PDF, PCL, PS, SVG, XML, Print, AWT, MIF, and Text. It is available at http://xmlgraphics.apache.org/fop/. | FOP is required for PDF output. | `fop` | `fop` | `fop`
Java (j2re) | Possibly Required |  | FOP requires Sun's Java runtime (GCJ does not work with FOP). You can download it from http://java.sun.com. | Sun's Java runtime (j2re) is required to use FOP. | Download the package from Sun. | Download the package from Sun. |
JAI | Possibly Required |  | Sun's Java Advanced Imaging API can be downloaded from http://java.sun.com/products/java-media/jai/iio.html. | JAI is required if you wish to include graphics in a PDF file being generated with FOP. | Download the package from Sun. | Download the package from Sun. |

If you install j2re, set the JAVA_HOME environment variable to the top directory of the j2re installation. If you encounter problems with the Java installation, you may also need to add this path to the CLASSPATH environment variable.

## Configuring Gnash

Gnash, like most GNU projects, allows a user to select various options before compiling its source code. These options include selecting from the available features, specifying custom paths for installation, and cross compiling support uses GNU Autoconf for configuration.

If you opted to download the development snapshot of Gnash, the configure script will not be included. It can be created by running autogen.sh from the source root directory:

          ./autogen.sh

Note that there are some dependencies for autogen.

All the standard configure options are available. In addition, Gnash has two types of options: those that enable or disable features, and those that specify custom paths for development packages which are not found during the default search. A complete list of all configuration options, including standard ones, can be seen by typing:

          ./configure --help | less

Read further for a more detailed explanation of Gnash-specific options.

The syntax for running configure is as follows:

          configure <options>

The example below shows the configure options which create the smallest working standalone version of Gnash. In this example, configure is being run from the source root directory:

        ./configure --disable-debugger --disable-cygnal \
        --disable-plugin --enable-media=ffmpeg --enable-gui=sdl

By default, you shouldn't need to supply any options to configure. The configure script will attempt to determine what to build based on the development libraries you have installed. The default configuration for Gnash is both GTK and KDE GUIs, the AGG renderer, and Gstreamer for multimedia support, with no extensions built.

Being highly portable, Gnash has many configuration options available, and not all are supposed to work together. A common mistake when configuring Gnash is to supply too many options, overdriving Gnash's ability to do the right thing.

## Features

Some switches can be used during configuration to enable or disable features of Gnash. Some of the most important configuration options are:

- `--enable-gui` lets you specify your GUI of choice. The default option is GTK.

- `--enable-renderer` allows a renderer to be chosen. The default renderer is AGG.

- `--enable-media` permits a media handler to be selected. The default is Gstreamer.

A complete list of available features follows.

Table 2.4. Configuration Options - Features

Option | Function
--- | ---
`--enable-debugger` | Enable support for the Flash debugger. The debugger is mainly of interest to Flash developers, and is still under development.
`--enable-lirc` | Enable support for the LIRC remote control protocol.
`--enable-cygnal` | Build the Cygnal streaming media server.
`--disable-menus` | Disable building all the menus for the GUI. THis is used by mobile devices without as much screen space.
`--enable-docbook` | Enable the generation of HTML, INFO, and MAN versions of the documentation from the Docbook XML. You will then be able to use make html, make info, and make man commands. By default, man,info and html pages are generated.

`--enable-gui=gtk|sdl|kde|fltk|fb|hildon|alp`

Select the Graphic User Interface to use (choose one).

GTK

  The GTK+ toolkit, which is the default GUI. Said to interwork particularly well with firefox.

Hildon

  The Hildon toolkist is based on GTK+, and is use by some mobile devices.

ALP

  The ALP "Hiker" GUI is used for the Access Linux platform.

SDL

  Simple DirectMedia Layer, a simple and portable GUI. Its sound facilities are used when --enable-media=ffmpeg regardless of whether it is also in charge of the GUI.

KDE

  An interface adapted to the KDE Desktop Environment. This must be selected when building the Konqueror plugin "klash". Furthermore, the only renderer that currently works with KDE is opengl.

FLTK

  Fast Light ToolKit, low on resource usage. Since all builds using fltk are now broken, we declare it "for developers".

FB

  The Linux Frame Buffer, also known as /dev/fb0. AGG is the only renderer that can currently be used with the framebuffer GUI.

`--enable-i810-lod-bias` | Enable fix for Intel 810 LOD bias problem. Older versions of libMesa on the Intel i810 or i815 graphics processor need this flag or Gnash will core dump. This has been fixed in newer versions (summer 2005) of libMesa.
`--enable-media=ffmpeg|gst|none` | Select the specified media decoder and sound engine. FFMPEG uses the SDL sound engine; GST uses its own. `GST` is the default decoder. You should only select one media decoder.
`--disable-nsapi` `--enable-nsapi` | Force disable/enable building the NPAPI plugin. By default the Mozilla plugin is built if the GTK gui is selected. Specify the `--with-npapi-plugindir=` option to specify where the plugin should be installed.
`--disable-kparts` `--enable-kparts` | Force disable/enable building the KPARTS plugin. By default the KDE plugin is built if the kde gui is selected. Specify the `--with-kde-plugindir=` and `--with-kde-servicesdir=` options (or more generally the `--with-kde-pluginprefix=` one) to specify where the plugin should be installed. The default installation dir is extracted from kde-config.
`--disable-plugins` | Disable build of both kparts and npapi plugins

`--enable-renderer=opengl|cairo|agg`

Enable support for a graphics backend. Currently only `opengl` and `agg` work sufficiently. Use OpenGL when you have hardware accelerated graphics. Use AGG when you do not have hardware accelerated graphics or when you are building for a wide audience. Typically most desktop machines have OpenGL support, and most embedded systems do not. AGG is the default when building Gnash, although the speed of OpenGL's rendering is currently superior to AGG.

`--enable-sdk-install` | Enable installing the libraries and headers as an SDK.
`--disable-shared` | Enable installing the shared libraries and headers. Note that the extensions mechanism may not work if shared libraries are disabled.
`--enable-strict` | Turn verbose GCC compiler warnings. By default only `-Wall` is used with GCC.
`--enable-fps-debug` | Enable FPS debugging code. When this feature is compiled in you can use the -f switch of Gnash to have FPS printed at regular intervals.
`--enable-write` | Makes the Mozilla plugin write the currently playing SWF movie to `/tmp`.
`--disable-mit-shm` | Disable support for the MIT-SHM X extensions. Currently support is only available using GTK gui and AGG renderer. Keeping it enabled is not a problem as it will not be used if not available in the current X session.

## Specifying Custom Paths

By default, none of these options should be required unless you want Gnash to use a specific version of a development package, or if the configure test fails to find a component. Please report the problem if a configure test fails.

The following custom path options are available:

Table 2.5. Custom Path Options

Option | Function
--- | ---
`--x-includes=DIR` | X include files are in DIR.
`--x-libraries=DIR` | X library files are in DIR.
`--with-libxml=PFX` | Prefix to where libxml is installed.
`--with-libxml-libraries=DIR` | Directory where libxml library is installed.
`--with-libxml-includes=DIR` | Directory where libxml header files are installed.
`--with-docbook=DIR` | Directory where the DocBook style-sheets are installed.
`--with-sdl-prefix=PFX` | Prefix where SDL is installed.
`--with-zlib-incl` | Directory where zlib header is installed.
`--with-zlib-lib` | Directory where zlib library is installed.
`--with-jpeg-incl` | Directory where jpeg header is installed.
`--with-jpeg-lib` | Directory where jpeg library is installed.
`--with-png-incl` | Directory where png header is installed.
`--with-png-lib` | Directory where png library is installed.
`--with-qt-dir` | Directory where QT is installed. This is only used by the Klash plugin.
`--with-qt-includes` | Directory where the QT header files are installed. This is only used by the Klash plugin.
`--with-qt-libraries` | Directory where the QT libraries are installed. This is only used by the Klash plugin.
`--with-npapi-plugindir` | This is the directory to install the NPAPI (Mozilla) plugin in. By default it goes to ~/.mozilla/plugins.

`--with-kde-pluginprefix`

This option sets the default install dir for all KPARTS (kde) files. The plugin will be installed in PREFIX/lib/kde3, use `-with-kde-plugindir` to override. The service file in PREFIX/share/services, use `--with-kde-servicesdir` to override. The config file in PREFIX/share/config, use `--with-kde-configdir` to override. The appdata file in PREFIX/share/apps/klash, use `--with-kde-appsdatadir` to override.

`--with-kde-plugindir` | This is the directory to install the KPARTS (kde) plugin in. By default it is what's set by --with-kde-pluginprefix or what's returned by kde-config --install module --expandvars, or $(prefix)/share/services if kde-config is not found.
`--with-kde-servicesdir` | This is the directory to install the KPARTS (kde) service in. By default it is what's set by --with-kde-pluginprefix or what's returned by kde-config --install services --expandvars, or $(libdir)/kde3 if kde-config is not found.
`--with-kde-configdir` | This is the directory to install the KPARTS (kde) config files in. By default it is what's set by --with-kde-pluginprefix or what's returned by kde-config --install config --expandvars, or $(prefix)/share/config if kde-config is not found.
`--with-kde-appsdatadir` | This is the directory to install the KPARTS (kde) application data files in. By default it is what's set by --with-kde-pluginprefix or what's returned by kde-config --install data --expandvars, or $(prefix)/share/apps if kde-config is not found.
`--with-ming` | Ming is used to build test cases, but not by the Gnash player itself.
`--with-ogg_incl` | Directory where the libogg headers are installed.
`--with-ogg_lib` | Directory where the libogg library is installed.
`--with-gstreamer-incl` | Directory where the Gstreamer headers are installed. Gstreamer version 0.10 or greater must be used.
`--with-gstreamer-lib` | Directory where the Gstreamer library is installed. Gstreamer version 0.10 or greater must be used.
`--with-opengl-includes` | Directory where OpenGL (libMesa) headers are installed.
`--with-opengl-lib` | Directory where the OpenGL (libMesa) library is installed.
`--with-glext-incl` | Directory where GtkGlExt headers are installed.
`--with-glext-lib` | Directory where the GtkGlExt library is installed.
`--with-gtk2-incl` | Directory where the Gtk2 headers are installed.
`--with-gtk2-lib` | Directory where the Gtk2 library is installed.
`--with-cairo_incl` | Directory where the Cairo headers are installed.
`--with-cairo-lib` | Directory where the Cairo library is installed.
`--with-glib-incl` | Directory where the Glib headers are installed.
`--with-glib-lib` | Directory where the Glib library is installed.
`--with-pango-incl` | Directory where the Pango headers are installed.
`--with-pango-lib` | Directory where the Pango library is installed.
`--with-atk-incl` | Directory where the ATK headers are installed.
`--with-atk-lib` | Directory where the ATK library is installed.
`--with-pthread-incl` | Directory where the Pthread headers are installed.
`--with-pthread-lib` | Directory where the Pthread library is installed.
`--with-agg-incl` | Directory where the AGG (Antigrain) headers are installed.
`--with-agg-lib` | Directory where the AGG (Antigrain) library is installed.
`--with-ffmpeg-incl` | Directory where the FFMPEG headers are installed.
`--with-ffmpeg-lib` | Directory where the FFMPEG library is installed.
`--with-boost-incl` | Directory where the Boost headers are installed.
`--with-boost-lib` | Directory where the Boost library is installed.
`--with-curl-incl` | Directory where the libCurl headers are installed.
`--with-curl-lib` | Directory where the libCurl library is installed.

Once you have Gnash configured, you are ready to build the code. Gnash is built using GNU make.

## Compiling the Code

The most basic way to compile code is simply:

    	make

If the compilation ends with an error, check the output of configure and ensure that you are not missing any required prerequisites. The output of make can be verbose; you may wish to pipe the output to a file.

The variables used by make can be redefined when the program is invoked, if you desire it. The most interesting flags are CFLAGS and CXXFLAGS, which are often used to enable debugging or turn of optimization. The default value for both of these variables is -O2 -g. A list of influential environment variables can be seen in the configuration help:

    ./configure --help

In the following example, debugging is enabled and optimization is disabled:

    make CFLAGS=-g CXXFLAGS=-g

## Creating the Documentation

By default, documentation is not built when you install Gnash. This is because there are a number of dependencies for the documentation. Documentation is built when it is specified with a specific target in the generated Makefile in the `doc/C` sub-directory. If you type make install in this directory, all documents will be built.

You must specify a target output format when you wish to create documentation. The available output formats are: html, pdf, info, man, and alldocs. It is also possible to output GNOME help if the configure option `--enable-ghelp` was used. The alldocs target will build all output formats except GNOME help. For example, to create HTML output, type:

    	make html

Gnash also uses Doxygen to produce HTML documentation of Gnash internals. You must have Doxygen installed to produce this documentation, which is built from the `doc` directory with the command (documents will be placed in the subdirectory `apidoc/html`):

    	make apidoc

## Running the Tests

Before beginning the potentially lengthy install, it is wise to test the installation. If a test fails, please report it by following the instructions for reporting a bug.

### Using DejaGnu

The easiest way to run Gnash's test suite is to install DejaGnu. After installing DejaGnu, run:

    	  make check

##### Increasing Verbosity

If you encounter a problem with a test, increasing the verbosity may make the issue easier to spot. Additional details are visible when RUNTESTFLAGS are used to add the verbose and all options. The `verbose` option prints more information about the testing process, while the `all` option includes details on passing tests.

    	    make check RUNTESTFLAGS="-v -a"

##### Running Some Tests

It is possible to run just a single test, or a subdirectory of tests, by specifying the directory or compiled test file.

Some tests rely on testsuite/Dejagnu.swf, which in turn relies on Ming. This file is created when you run make check for the entire testsuite, and can also be created on demand:

    	    make -C testsuite Dejagnu.swf

In this example, the clip_as_button2 test is compiled and run:

    	    make -C testsuite/samples clip_as_button2-TestRunner
    	    cd testsuite/samples && ./clip_as_button2-TestRunner

This creates and runs all the tests in the directory `movies.all`:

    	    make -C testsuite/movies.all check

### Running The Tests Manually

You may also run test cases by hand, which can be useful if you want to see all the debugging output from the test case. Often the messages which come from deep within Gnash are most useful for development.

The first step is to compile the test case, which can be done with `make XML-v#.swf` where the '#' is replaced with the target SWF version or versions. For example:

    	  make XML-v{5,6,7,8}.swf

##### Movie tests

This creates a Flash movie version of the test case, which can be run with a standalone Flash player. For instance, the target for SWF version 6 could be run with Gnash:

    	    gnash -v XML-v6.swf

##### ActionScript Unit Tests

Unit tests for ActionScript classes in testsuite/actionscript.all are run without a graphical display:

    	    gprocessor -v XML-v6.swf

## Installation

Now that Gnash has been compiled and tested, use the following command to install it:

          make install

The above command installs the standalone player. If the correct files were found by configure and if the `--disable-plugin` option was not specified, the Gnash browser plugin is also installed.

Gnash installs a number of libraries, namely: libgnashbase, libgnashamf, libgnashmedia, libserver, and libgnashplugin. Executables consist of the (optional) plugin, `gprocessor`, `cygnal`, `dumpshm`, `soldumper`, and `gnash`. Documentation may also be installed. The installation location is controlled with the --prefix configure option, except for plugins, which are explicitly set with --plugin-dir.

Note that if you are using a single file-system NFS mounted to multiple platforms, the configuration option --exec-prefix may be used to specify where platform-dependent executables and libraries are installed.

### Libraries

Installed libraries are located in `/usr/local/lib` by default. If the --prefix option was used during the configuration step, the libraries will be installed in the directory `lib` inside the path you specified. If the libraries are stored in a non-standard location, you must identify the path in one of two ways.

The traditional way to do this on UNIX platforms is to set the LD_LIBRARY_PATH variable to the path plus `/lib`. For example, if you installed in `/home/gnash`, the LD_LIBRARY_PATH path would be `/home/gnash/lib`. Multiple paths are delimited with a colon (':').

GNU/Linux allows the custom path to be added to `/etc/ld.so.conf`. After adding the path, run ldconfig as root to update the runtime cache.

### Executables

The Mozilla plugin is built from headers (the Mozilla SDK) provided with Gnash and does not need extra development packages to be installed. By default, the plugin is installed to `~/.mozilla/plugins/`. To enable the plugin for other users, copy the file `libgnashplugin.so` to `.mozilla/plugins/` in their home directory. You may also specify the plugin installation directory by using the `--with-plugindir` option at configuration time.

These defaults are likely to change in future versions of Gnash.

The remaining executables are installed in the `bin` subdirectory of the directory specified by during configuration. If no path was specified, the default is `/usr/local/bin`.

### Documentation

Documentation is not built by default; please refer to the section on documentation for more information on building documentation.

man and info are installed in `/usr/local/share/man` and `/usr/local/share/info` respectively, unless the `--mandir` or `--infodir` configuration options are used.

GNOME help documentation uses the directory `/usr/local/share/gnash/doc/gnash/C/` by default. A configuration file in the Gnash source tree, `doc/C/gnash.omf` is used to specify under which menu item Gnash appears in the GNOME help system.

## Cross Configuring

To cross configure and compile Gnash, begin by building a target system on your workstation. This includes cross compilers for the target architecture, and some system headers. You will also need to cross compile all the dependencies normally needed to build Gnash. This can on occasion be a daunting process, as not all libraries will cross configure and cross compile. There is more information about cross compiling all the dependant packages on the http://www.gnashdev.org web site.

If you need to build your own tool chain, that is beyond the scope of this manual. There are various resources on the web for howto's on building GCC based cross toolchains. Two popular sites are http://frank.harvard.edu/~coldwell/toolchain/ and http://www.kegel.com/crosstool/. This can also be a very time consuming and frustrating process, even for experienced developers.

Because the process of building your own cross tool chain can be harder than one may wish, there are several other cross development environments that simulate a native environment to make it easier to develop. These also let you develop for both native and cross builds. Several popular ones are Access Linux Platform, Scratchbox, Open Embedded, Maemo.

To build for an ARM based system on an x86 based systems, configure like this using the traditional style cross toolchain, configure like this:

        ../../gnash/configure --build=i686-pc-linux-gnu
        --host=arm-linux --prefix=/usr/local/arm/oe --disable-nsapi
        --disable-kparts --enable-gui=fb --enable-renderer=agg
        --disable-shared --disable-menus

The important configuration options are the ones which specify the architecture for the build:

--target

  The target architecture, where the final executables are expected to run.

--host

  The host architecture, where the executables are expected to run. Usually this is the same as the --target, except when building a compiler as a Canadian Cross. In this case, you might build a cross compiler on a UNIX system which runs on a win32 machine, producing code for a third architecture, such as ARM. In this example, --target would be 'arm-unknown-linux-gnu', while --host would be 'win32'.

--build

  This is the system the build is running on.

The following example of configure builds for an ARM system on an x86 system. It was run after an ARM system was built in `/usr/arm` and other required libraries were cross compiled.

          ./configure -target=arm-unknown-linux-gnu --prefix=/usr/arm \
          --host=arm-unknown-linux-gnu --build=i686-pc-linux-gnu --disable-plugin

## Chapter 3. Software Internals

## A Tour of Gnash

The top level of Gnash has several libraries, libgnashbase, libgnashserver, libgnashmedia, libgnashamf and libgnashbackend. There are several utility programs included for debug parsing and processing of Flash movie files, and other useful utilities for examining local Shared Objects and sniffing LocalConnections.

### The Libraries

#### libgnashbase

Libgnashbase contains support classes used by the rest of the code.This library has no dependencies on any of the other Gnash libraries.

Gnash makes heavy use of smart pointers, so memory allocations are freed up automatically by the interpreter. Both STL and Boost smart pointers are used.

#### libgnashserver

Libgnashserver is the guts of the interpreter itself. This is where the main code for the interpreter lives. Includes in libserver are the two support libraries for the parser and the core of the virtual machine.

#### libgnashmedia

Libgnashmedia handles Gnash's audio and video capabilities, dealing with streamed video and sound as well as decoding embedded media frames. Besides the standard Flash formats FLV, MPEG4, Nellymoser, ADPCM, MP3 and RAW, Gnash can decode other formats supports by gstreamer or ffmpeg, including the free OGG container and free codecs.

#### libgnashamf

AMF is the data format used internally by SWF files. This is Gnash's support library to handle AMF data. This is used by the ActionScript classes SharedObject and LocalConnection. This is also used by the NetStream class when using thre RTMP streaming network protocol.

#### libgnashbackend

Libgnashbackend is a library containing the rendering code that glues this display to the Gnash. Supported rendering backends are OpenGL, Cairo, and AGG.

#### libgnashplugin

Libgnashplugin is the Mozilla/Firefox plugin.

#### libklashpart

Libklashpart is the Konqueror plugin.

### The Applications

There are currently a few standalone programs in Gnash, which serve either to assist with Gnash development or to play flash movies.

#### The Standalone Player

This is the standalone OpenGL backend used to play movies. There are several command line options and keyboard control keys used by Gnash.

#### Gprocessor

Gprocessor is used to print out the actions (using the -va option) or the parsing (using the -vp option) of a flash movie. It is also used to produce the .gsc files that Gnash uses to cache data, thereby speeding up the loading of files.

#### SOLdumper

SOLDumper is a utility program used to find and dump the content of Local Shared Objects, also called "Flash Cookies" by some.

#### Dumpshm

Dumpshm is a program used to find and dump the contents of the LocalConnection shared memory segment.

### The Plugin

The plugin is designed to work within Mozilla or Firefox, although there is Konqueror support as well. The plugin uses the Mozilla plugin API (NPAPI) to be cross platform, and is portable, as well as being well integrated into Mozilla based browsers.

#### Current Implementation

The plugin works in a fashion similar to MozPlugger: the standalone player is used instead of using a thread. This gets around the issue of having to maintain a separate player to support the plugin. It also gets around the other issues that Gnash itself is not thread safe at this time.

As of Jan, 2007, streaming video, ala "YouTube" works, along with other video sharing sites.

#### GUI Support

Any plugin that wants to display in a browser window needs to be tied into the windowing system of the platform being used. On GNU/Linux systems, Firefox is a GTK2+ application. There is also KDE support through the use of the Klash plugin.

Gnash can use either several different GUI toolkits to create the window, and to handle events for the standalone player.

The SDL version is more limited, but runs on all platforms, including win32. It has no support for event handling, which means mouse clicks, keyboard presses, and window resizing doesn't work. I personally find the default event handler slow and unresponsive. Gnash has support to use fast events, (currently not enabled) which is an SDL hack using a background thread to pump events into the SDL event queue at a much higher rate.

There are a variety of development libraries that build a GUI widget system on top of SDL and OpenGL. The use of these to add menus and dialog boxes to the SDL version is being considered.

The GTK support is currently the most functional, and the best integrated into Firefox. The performance of this version is better than the SDL version because of the more efficient event handling within GTK. For the best end user experience, use the GTK enabled version.

GTK also allows Gnash to have menus and dialog boxes. Currently this is only being utilized in a limited fashion for now. There is a right mouse button menu that allows the user to control the movie being player the same way the existing keyboard commands do.

#### Mozplugger

Mozplugger is a Mozilla/Firefox plugin that uses external programs to play video, audio, and other multimedia content in the browser. With some support added to the external application, it's possible to force the external program to use the internal window in the browser where this plugin is supposed to display. This enables one to then run the standalone player and display its output in the browser.

While this is not an optimal solution, it does enable one to use Gnash as the flash player when browsing. The main issue appears to be that the Flash movie being played doesn't get any mouse or keyboard input. That may be a mozplugger configuration issue, however.

Use of MozPlugger is obsolete now that the Gnash plugin works. Still, this may be useful still on some platforms.

Add this to your $(HOME)/.mozilla/mozpluggerrc file to enable this:

    	    application/x-shockwave-flash:swf:Shockwave Gnash
            nokill embed noisy ignore_errors hidden fill swallow(Gnash) loop: gnash -v "$file" -x $window
            : gnash -v "$file" -x $window

Once this is added, you must delete the $(HOME)/.mozilla/firefox/pluginreg.dat file to force Firefox to register the plugins again. This is an ASCII text file, so if the patch has been added correctly, you'll see an entry for swf files after it is recreated. You will need to restart Firefox to recreate this file.

This file is not recreated immediately when restarting Firefox, but waits till the first time a plugin is used. You can force creation of this file by typing about:plugins into the URL entry of the browser window. The output will also contain information about the mozplugger. You should see an entry for Gnash now.

#### Klash

Klash is MozPlugger type support for KDE's Konqueror web browser. Klash makes Gnash a kpart, so it's integrated into KDE better than when using MozPlugger. Klash uses the standalone player, utilizing Gnash's "-x" window plugin command line option.

By default, Klash is not built. To enable building Klash, use the --enable-klash option when configuring. Other than installing, there is nothing else that needs to be done to install Klash.

### The Message Logging System

Gnash's common message logging system uses a printf() style format. Despite the C-like appearance, however, Gnash's LogFile class by default does not use printf() for formatting the messages at all.

All logging calls are converted using templated functions to use boost::format. This uses a similar syntax to printf(), but additionally guarantees type-safety and allows more advanced substition using positional identifiers besides the traditional printf() type identifiers. The conversion templates mean that the logging API remains exactly the same, regardless of which method is used to format the log output.

The templates for conversion are generated using Boost.Preprocessor. Currently, they allow for a maximum of 16 arguments (more than enough for all current usage), but that can be expanded or reduced by changing #define ARG_NUMBER in libbase/log.h.

If a filename is not specified before the log file is needed, a default name of gnash-dbg.log is used. If Gnash is started from the command line, the debug log will be created in the current directory. When executing Gnash from a launcher under GNOME or KDE the debug file goes in your home directory, since that's considered the current directory. A file name can be specified using either gnashrc or a call to the LogFile instance itself.

#### Logging System API

Gnash provides 9 specialized logging calls, each using the printf()-style call similar to this:

    log_error(const char* fmt, ...)

The different calls and their purposes are described below. The output to stdout and to disk are always identical, although writing the log to disk can be separately disabled.

log_error

  Display an error message if verbose output is enabled. This is always printed at a verbosity level of 1 or more.

log_unimpl

  Displays a warning to the user about missing Gnash features. We expect all calls to this function to disappear over time, as we implement those features of Flash. This is always printed at a verbosity level of 1 or more.

log_trace

  Used only for the output of the ActionScript trace() function. This is always printed at a verbosity level of 1 or more.

log_debug

  Logs debug information. This is printed at a verbosity level of 2 or more.

log_action

  Log action execution information. Wrap all calls to this function (and other related statements) into an IF_VERBOSE_ACTION macro, so to allow completely removing all the overhead at compile time and reduce it at runtime. This is printed at a verbosity level of 1 or more only if action logging is enabled.

log_parse

  Log SWF parsing Wrap all calls to this function (and other related statements) into an IF_VERBOSE_PARSE macro, so to allow completely removing all the overhead at compile time and reduce it at runtime. This is printed at a verbosity level of 1 or more only if parser logging is enabled.

log_security

  Display a message with security related information. This is always printed at a verbosity level of 1 or more.

log_swferror

  This indicates an error in how the binary SWF file was constructed, i.e.probably a bug in the tools used to build the SWF file. Wrap all calls to this function (and other related statements) into an IF_VERBOSE_MALFORMED_SWF macro, so to allow completely removing all the overhead at compile time and reduce it at runtime. This is printed at a verbosity level of 1 or more only if malformed SWF logging is enabled.

void log_aserror

  This indicates an erroneous actionscript request such as an incorrect number of arguments or an invalid argument. Wrap all calls to this function (and other related statements) into an IF_VERBOSE_ASCODING_ERRORS macro, so to allow completely removing all the overhead at compile time and reduce it at runtime. This is printed at a verbosity level of 1 or more only if AS coding error logging is enabled.

#### The LogFile Instance

This is the main API for initializing and manipulating the logging output. By default, the log will be written to gnash-dbg.log file whenever a verbose option is supplied.

getDefaultInstance()

  This allows the construction of a LogFile on the first call, so ensuring that it the logfile is always initialised before use. It is the only way to access a LogFile instance. The logfile itself is never opened until it is needed.

setLogFilename(const std::string& filename)

  Use this to set a different name for the disk-based log file. This setting can be overridden by a directive in gnashrc. If the log file is already open, a call to setLogFilename() will close it; a file with the new name will be opened when it is next needed.

closeLog()

  Close a debug log. The disk file remains.

removeLog()

  Delete the debug log file from disk.

setVerbosity()

  Increment the verbosity level.

setVerbosity(int level)

  Set the verbosity level to a specified level.

setStamp(bool flag)

  If flag is true, then print a timestamp prefixed to every output line. If flag is false, then don't print a timestamp.

setWriteDisk(bool flag)

  If flag is true, then create the disk file. If flag is false, then don't create the disk file.

## Sound handling in Gnash

When a SWF-file contains audio Gnash uses its sound handlers to play it. At the moment there are two sound handlers, but it is likely that more will be made.

There are two different settings related to sound support: pluginsound and sound. This was done in order to allow the plugin to be independently configured, for instance to block sound from advertisements.

### Sound types

Sounds can be divided into two groups: event-sounds and soundstreams. Event-sounds are contained in a single SWF frame, but the playtime can span multiple frames. Soundstreams can be (and normally are) divided between the SWF frames the soundstreams spans. This means that if a gotoframe-action jumps to a frame which contains data for a soundstream, playback of the stream can be picked up from there.

### Sound parsing

When Gnash parses a SWF-file, it creates a sound handler if possible and hands over the sounds to it. Since the event-sounds are contained in one frame, the entire event-sound is retrieved at once, while a soundstream maybe not be completely retrieved before the entire SWF-file has been parsed. But since the entire soundstream doesn't need to be present when playback starts, it is not necessary to wait.

### Sound playback

When a sound is about to be played Gnash calls the sound handler, which then starts to play the sound and return. All the playing is done by threads (in both SDL and Gstreamer), so once started the audio and graphics are not sync'ed with each other, which means that we have to trust both the graphic backend and the audio backend to play at correct speed.

### The SDL sound backend

The current SDL sound backend has replaced the original sound handler, based on SDL_mixer, which by design had some limitations, making it difficult to implement needed features such as support for soundstreams. The SDL sound backend supports both event-sounds and soundstreams, using Gnash's internal ADPCM, and optionally MP3 support, using either FFMPEG or LIBMAD. When it receives sound data it is stored without being decoded, unless it is ADPCM, which is decoded in the parser. When playing, backend relies on a function callback for retrieving output sound, which is decoded and re-sampled if needed, and all sound output is mixed together. The current SDL sound backend was made since Gnash needed a working sound backend as soon as possible, and since the gstreamer backend at the time suffered from bugs and/or lack of features in gstreamer. The result was the most complete and best sound handler so far. The advantages of the SDL sound handler is speed, and ease of use, while its only real disadvantage is that it has to be compiled with MP3 support, which some Linux distributions will probably not like...

### The Gstreamer backend

The Gstreamer backend, though not complete, supports both soundstreams and event-sounds. When receiving sound data it stores it compressed, unless if it's ADPCM event-sounds, which it decodes by the parser. When the playback starts, the backend sets up a Gstreamer bin containing a decoder (and other things needed) and places it in a Gstreamer pipeline, which plays the audio. All the sound data is not passed at once, but in small chunks, and via callbacks the pipeline gets fed. The advantages of the Gstreamer backend is that it supports both kinds of sound, it avoids all the legal MP3-stuff, and it should be relatively easy to add VORBIS support. The drawbacks are that it has longer "reply delay" when starting the playback of a sound, and it suffers under some bugs in Gstreamer that are yet to be fixed.

### Future audio backends

It would probably be desirable to make more backends in the future, either because other and better backend systems are brought to our attention, or perhaps because an internal sound handling is better suited for embedded platform with limited software installed.

### Detailed description of the Gstreamer backend

Gstreamer uses pipelines, bins and elements. Pipelines are the main bin, where all other bins or elements are places. Visually the audio pipeline in Gnash looks like this:

    	 ___
    	|Bin|_
    	|___| \
    	 ___   \ _____       ____________
    	|Bin|___|Adder|_____|Audio output|
    	|___|   |_____|     |____________|
    	 ___   /
    	|Bin|_/
    	|___|

There is one bin for each sound which is being played. If a sound is played more the once at the same time, multiple bins will be made. The bins contains:

    	|source|---|capsfilter|---|decoder|---|aconverter|---|aresampler|---|volume|

In the source element we place parts of the undecoded sound data, and when playing the pipeline will pull the data from the element. Via callbacks it is refilled if needed. In the capsfilter the data is labeled with the format of the data. The decoder (surprise!) decodes the data. The audioconverter converts the now raw sound data into a format accepted by the adder, all input to the adder must in the same format. The audio re-sampler re-samples the raw sound data into a sample accepted by the adder, all input to the adder must in the same sample rate. The volume element makes it possible to control the volume of each sound.

When a sound is done being played it emits a End-Of-Stream-signal (EOS), which is caught by an event-handler-callback, which then makes sure that the bin in question is removed from the pipeline. When a sound is told by Gnash to stop playback before it has ended playback, we do something (not yet finally implemented), which makes the bin emit an EOS, and the event-handler-callback will remove the sound from the pipeline. Unfortunately Gstreamer currently has a bug which causes the entire pipeline to stop playing when unlinking an element from the pipeline; so far no fix is known.

Gstreamer also contains a bug concerning linking multiple elements to the adder in rapid succession, which causes to adder to "die" and stop the playback.

## Testing

Instructions on running tests can be found in the section on building Gnash.

### Testing Tools

Currently Gnash uses three other tools to help with testing. Two of these are free compilers for the Flash format. This lets us write simple test cases for Gnash to test specific features, and to see how the features operate.

The primary compiler used at this time is Ming. Since release 0.3, Ming includes a command-line compiler, makeswf. This allows test case development to be done entirely with free tools.

The other tools are optional. DejaGnu is used to run multiple test cases in an automated manner. DejaGnu is used by many other GNU projects like GCC and Samba.

### Test Cases

ActionScript test cases are located under testsuite/actionscript.all/; these are organized in one file for the ActionScript class. Other Ming-generated tests are under testsuite/ming-misc.all/; these are typically used to test specific tag types. Full movies are located in testsuite/movies.all/ and sample movies are found in testsuite/samples/. Other directories in testsuite/ are (or shall be) used for other kind of tests.

### Writing ActionScript Tests

Writing ActionScript tests is very simple. The makeswf compiler makes use of the C preprocessor, thus allowing the inclusion of definitions for macros and external files. We use these feature to provide common utilities for test units.

Each test unit sets an rcsid variable, includes the check.as file and performs some checks using the provided macros. Here is an example:

    	  // This variable will be used by check.as
    	  // to show testcase info as part of the test runs.
    	  rcsid="Name and version of this testcase, usually the RCS id";

    	  #include "check.as"

    	  // Test object creation
    	  check(new Object() instanceOf Object);

    	  // Test parseInt
    	  check(isNaN(parseInt('none')));

    	  // Test assignment
    	  var a = 1;
    	  check_equals(a, 1);

    	  // .. your tests here ...

The check(expr) macro will trace PASSED or FAILED together with the expression being evaluated and the line number of the check. This is the format expected by DejaGnu.

The check_equals(obtained, expected) macro uses equality operator == to check for equality. When possible, use of the check_equals() macro is preferred over check() because it shows what the actual result was in case of a failure.

Additionally, the check.as file provides a transparent way to send results to a TextField rather then using trace. This is very useful when you use a flash player without tracing support.

Test units are built by running make TestName-v#.swf. This will use TestName.as as source and the value of # as target version. Allowed target version are from 5 to 8 (inclusive).

Note that if you get a syntax error from the compiler, the line number will refer to the pre-processed file. This file is called TestName.as.pp or TestName-v#.swf.frame#.pp (depending on Ming version) and it's not thrown away by makeswf to make debugging easier.

Sometimes an expression is only supported by a specific SWF version, or it's evaluated differently by different SWF versions. For this purpose the framework provides an OUTPUT_VERSION macro that you can use to switch code based on output version. For example:

    	  #if OUTPUT_VERSION >= 7
    	  check(_root.getSWFVersion == OUTPUT_VERSION);
    	  #endif

### Writing Ming-based self-contained SWF tests

Ming-based test cases are located in testsuite/misc-ming.all and contain a test generator and a test runner. The test generator (usually a C program) is used to produce the SWF file, while the test runner (a C++ program) will run it using a MovieTester class. Note that only the test generator needs Ming, not the test runner, so if Ming isn't installed on the user's host, the test cases can still be run as long as SWF has been distributed.

Producing tests using Ming has the advantage that you can easily see and modify the full source code for the SWF movie, and you can use some facilities provided by the Gnash testing framework to easily run tests.

For generic Ming API documentation, see http://www.libming.org.

#### Using Ming-based test generators facilities

Ming-based test generator facilities, which might be moved into a loadable SWF in the future, can be currently used by your test generator by including the ming_utils.h file and calling the appropriate functions.

The most useful facility provided for Ming-based SWF test generators is a Dejagnu-like TestState ActionScript class. In order to use this facility you must call 'add_dejagnu_functions()' right after Movie creation. The function takes an SWFMovie object and some parameters specifying depth and location of the "visual" trace textfield; it instantiates a global 'TestState' ActionScript object to keep track of test's state.

You will not need to directly invoke the TestState object created by the 'add_dejagnu_functions()' routine, rather you will be using C macros hiding its complexity:

    	check(SWFMovie mo, const char* expr)

    		Evaluate an ActionScript expression.

    	xcheck(SWFMovie mo, const char* expr)

    		Evaluate an ActionScript expression.
    		A failure is expected
    		(for cases where the call exposes a known bug).

    	check_equals(SWFMovie mo, const char* obtained, const char* expected)

    		Evaluate an ActionScript expression against an expected output.

    	xcheck_equals(SWFMovie mo, const char* obtained, const char* expected)

    		Evaluate an ActionScript expression against an expected output.
    		A failure is expected (for cases where the call exposes a known bug).

    	print_tests_summary(SWFMovie mo)

                    This will print a summary of tests run, and should be
    		called as the last step in your SWF generator.

Test cases generated using Ming and the provided facilities will be self-contained, which means they can be used as tests by simply running them with whatever Player you might have. Any 'check' or 'check_equals' result will be both traced and printed in a textfield. You can use 'gprocessor -v' to have Gnash use them as tests.

See section Writing Test Runners for information about writing SWF test runners.

### Writing self-contained SWF tests with other compilers

If you want/need to use a different compiler for your test cases (there's plenty of open source tools for generating SWF out there), you can still make use of a loadable SWF utility provided as part of the Gnash testsuite to let your test consistent with the rest of the suite.

The loadable module is called Dejagnu.swf and is built during make check under testsuite/misc-ming.all. In order to use it you will need to load it into your SWF. We currently load it with an IMPORT tag for our ActionScript based test cases, but you can probably also use loadMovie or whatever works in the target SWF you're generating. Just make sure that the module is initialized before using it. You can check this by inspecting the dejagnu_module_initialized variable, which will be set to 'true' when all initialization actions contained in the Dejagnu.swf file are executed.

Once the module is loaded you will be able to invoke the following functions, all registered against the _root sprite (effects of _lockroot untested):

    	  check(expression, [message]);

    	  Evaluate the expression.
    	  Trace result (PASSED: expression / FAILED: expression).
    	  If fails, *visually* trace the failure.
    	  If second argument is given, it will be used instead of
    	  'expression' for printing results.

    	  check_equals(obtained, expected)

    	  Evaluate an expression against an expected output.
    	  Trace result (PASSED: obtained == expected / FAILED: expected X, obtained Y)
    	  If fails, *visually* trace the failure.

    	  xcheck(expression, [message]);

    	  Evaluate the expression.
    	  Trace result (XPASSED: expression / XFAILED: expression).
    	  If fails, *visually* trace the failure.
    	  If second argument is given, it will be used instead of
    	  'expression' for printing results.

    	  xcheck_equals(obtained, expected)

    	  Evaluate an expression against an expected output.
    	  Trace result (XPASSED: obtained == expected / XFAILED: expected X, obtained Y)
    	  If fails, *visually* trace the failure.

    	  note(string)

    	  Print string, both as debugging and *visual* trace.

    	  totals()

    	  Print a summary of tests run, both as debugging and *visual* traces.

Visual traces are lines of text pushed to a textarea defined by the Dejagnu.swf module. The textarea is initially placed at 0, 50 and is 600x800 in size. You can resize/move the clip after loading it. Also, you can completely make the clip invisible if that bothers you. The important thing is the debugging trace (call to the trace function). The latter will be used by the testing framework.

See section Writing Test Runners for information about writing a test runners for your self-contained tests.

### Writing Test Runners

Test runners are executables that run one or more tests, writing results in Dejagnu form to standard output.

The Dejagnu form uses a standard set of labels when printing test results. These are:

Label | Meaning
--- | ---
PASSED | The test succeeded.
FAILED | The test failed.
XPASSED | The test succeeded, but was expected to fail.
XFAILED | The test failed, and was expected to fail.
UNRESOLVED | The results of the test could not be automatically parsed.
UNTESTED | This test case is not complete.
UNSUPPORTED | The test case relies on a conditional feature which is not present in your environment.

The following labels may also appear:

Label | Meaning
--- | ---
ERROR | There was a serious error in running the test.
WARNING | There may have been a problem with running the test.
NOTE | There was some additional information given about the test.

#### Using the generic test runner for self-contained SWF tests

The simplest test runner is one that simply invokes Gnash in verbose mode against a self-contained SWF test movie. Self-contained SWF test movies are the ones that print the PASSED/FAILED etc. lines using ActionScript (traces). By invoking Gnash in verbose mode this movie will behave as a compliant "Test Runner".

A generator for simple test runners can be found in testsuite/generic-testrunner.sh. The script can be invoked by passing it $(top_builddir) as the first argument and the name of the SWF file (without the path) as the second argument. This will create a specific runner for your test in the current build directory. A simple Makefile.am rule for doing this follows:

    	    MyTest-Runner: $(srcdir)/../generic-testrunner.sh MyTest.swf
    	    sh $(srcdir)/../generic-testrunner.sh $(top_builddir) MyTest.swf > $@
    	    chmod +x $@

By default, the generated test runner will play the movie up to the last frame. If you want the movie to be played more then once (maybe because you're exactly testing loop features) you can use the -r switch to the generic-testrunner.sh call. The following will create a runner playing the movie twice:

    	    MyTest-Runner: $(srcdir)/../generic-testrunner.sh MyTest.swf
    	    sh $(srcdir)/../generic-testrunner.sh -r2 $(top_builddir) MyTest.swf > $@
    	    chmod +x $@

In case your test movie stops before the last frame, or you want to control the exact number of times to call the frame advancement routine, you can use the -f switch to control that.

    	    MyTest-Runner: $(srcdir)/../generic-testrunner.sh MyTest.swf
    	    sh $(srcdir)/../generic-testrunner.sh -f10 $(top_builddir) MyTest.swf > $@
    	    chmod +x $@

When both -f and -r are given, the first exit condition reached will take effect.

#### Writing Movie testers

There are some parts of Gnash that can NOT be tested by only using ActionScript tests. Examples include: frame advancements, actual actions execution, gui events and so on.

In this case you might want to use the MovieTester class to implement a C++ test runner. Be aware that you can mix tests in the MovieTester-based class with self-contained tests in the SWF file as long as you activate verbosity for the debug logfile. This is done, for example, for the DefineEditTextVariableNameTest.swf file. The corresponding test runner (DefineEditTextVariableNameTest-Runner) is a C++ runner based on MovieTester class. If you run the runner you see two kinds of test results: the ones coming from the ActionScript engine, and the ones coming from the test runner. You can distinguish between the two because the former contains an additional timestamp and the latter does not. Also, you'll see two final summaries for the two test sets. The 'make check' rule, which uses the testsuite/simple.exp output parser as its work-horse, will count test results from both test sets.

Movie testers are executables which load an SWF, generate events (both user or system) on it, and check its state using a standard interface.

To help this process a MovieTester class is defined in the testsuite/MovieTester.{h,cpp} files; see Doxygen documentation for more information.

Note that you do NOT need access to the SWF source code in order to implement a Movie tester for it. Some knowledge about the expected behavior suffices.

## Chapter 4. Adding New ActionScript Class

In this document, the term 'ActionScript class' refers to the C++ class which is instantiated by Gnash when some ActionScript code instantiates a corresponding class. The C++ class stores instance data and implements the methods which are called on the object in the ActionScript code.

Adding a new ActionScript class is relatively simple, but the process is complicated by the fact that the interface has evolved over time and the current code base represents several different formats. This document describes the current interface. The Boolean class should be considered the authoritative example of a modern ActionScript class.

ActionScript classes contain a header file and a C++ implementation. The name is usually the name of the class as it is called in the ActionScript specifications; for instance Boolean.cpp for the Boolean class.

## Prototype

In ActionScript, a prototype is a base object which contains all the methods that an instantiated object will contain. In short, it contains every part of the class except for the portions dealing with the storage of instance data.

In Gnash, the prototype of an ActionScript object is implemented as an as_object. At startup, the methods and properties of the ActionScript class are attached to the as_object. The following example demonstrates how methods can be attached:

    	static void
    	attachBooleanInterface(as_object& o) {
    	  o.init_member("toString", new builtin_function(boolean_tostring));
    	  o.init_member("valueOf", new builtin_function(boolean_valueof));
    	}

Static properties can also be added to the ActionScript prototype (dynamic properties are addressed later). They are attached in a similar way:

    	o.init_member("myProperty", as_value("HelloWorld"));

Properties which have been added in this manner can be directly accessed in ActionScript code without a function call, as this piece of ActionScript code compiled by Ming's makeswf compiler demonstrates:

    	// Get the value of the myProperty property
    	if (node.myProperty == "HelloWorld") {
    	  trace("MATCHED");
    	}

## Declaration

A new class should derive from as_object, which is the base class of every ActionScript object in Gnash.

## Instantiation

When a new object is needed, instance data is added to the methods and properties inherited from the prototype.

The init method should be called in the constructor in Global.cpp, where all other ActionScript classes are similarly referenced. This method constructs a prototype, which is implemented as an as_object. In addition, the method registers the constructor to be used for future object creation, and attaches methods and properties to the prototype.

## Methods

Every method you implement and attach will receive an fn_call data structure as an argument when it is called.

#### Accessing Arguments

The arguments stored in fn_call should be accessed using arg(). For instance, the first element can be popped with fn.arg(0).

The element popped off the stack is an as_value object.

#### Returning a Value to ActionScript

The return value should be an as_value object. For example:

    	  return as_value('Goodbye, cruel world.');

#### Additional fn_call Members

There are two other useful members of the fn_call structure, namely this_ptr and nargs. The former points to the class which is invoking this method, while the latter is a count of the number of arguments in the stack.

You may also see instances of the env pointer being used. This is being deprecated. Instances which could be replaced with arg() are already deprecated; other uses will be deprecated in the near future.

Beyond the arg() method, there is one method of note. dump_args() can be used in debugging to output the entire argument stack.

## Dynamic Properties

This section describes accessors to dynamic properties. Read-only properties are described in the prototype section.

Accessors should be written as a single get/set method. Previously this was done by overriding get_member() and set_member(), but this practice is deprecated.

The accessor is written so that it sets the property if it is called with an argument, and puts the property in the fn_call result pointer. For instance:

    	void
    	MyClass::myProperty_getset(const fn_call& fn) {
    	  boost::intrusive_ptr<MyClass> ptr = ensureType<MyClass>(fn.this_ptr);

    	  // setter
    	  if ( fn.nargs > 0 ) {
    	    bool h = fn.arg(0).to_bool();
    	    ptr->MyMethod(h);
    	    return;
    	   }

    	  // getter
    	  bool h = ptr->MyMethod();
    	  fn.result->set_bool(h);
    	}

It has not yet been decided whether properties should be set in the exported interface or attached to instances of the class. A property is attached in the following manner:

    	boost::intrusive_ptr<builtin_function> gettersetter;
    	gettersetter = new builtin_function(&MyClass::myProperty_getset, NULL);
    	o.init_property("myProperty", *gettersetter, *gettersetter);

## The as_value Object Type

The as_value class is used throughout the interpreter to create generic objects to hold data.

### Data Types

The following data types are supported: NULLTYPE, BOOLEAN, STRING, NUMBER, OBJECT, AS_FUNCTION, and MOVIECLIP (sprite). The type C_FUNCTION is being deprecated.

### Determining the Type

Several methods allow you to determine if a value stored in as_value is of a specific type. These follow the form of is_TYPE, for example is_as_function() and is_number(). In general, the type names match the data types listed above, with the exception of the type MOVIECLIP which has a method is_sprite().

### Fetching the Value

Another set of methods will return a representation of the value as a particular type. They follow the to_TYPE naming convention. Examples are to_number() and to_bool(). The type names are as listed earlier, except for MOVIECLIP, which uses to_sprite().

### Setting the Value and Type

Finally, there is the set_TYPE series of methods. They change the type to the type specified in the method name, and set the value to the one given as an argument. It is also possible to accomplish the same thing with the = operator. Again, type names match those named earlier, except in the case of MOVIECLASS. Its method is called set_sprite().

### Further Reading

Please refer to as_value.h or the Doxygen documentation (see 'Processing The Documentation' in the Gnash manual for instructions on generating documents with Doxygen) for more information about which methods are available for the as_value object.

## Object ActionScript Class

This class implements an Object object.

### The Methods of the Class

addProperty()

registerClass()

toString()

unwatch()

valueOf()

watch()

Sharedclear()

Sharedflush()

SharedgetLocal()

SharedgetSize()

### The Properties of the Object Class

constructor

__proto__

__resolve

Shareddata

SharedonStatus

### Object Class Conformance

Class Name | Conformance
--- | ---
addProperty() | This method has an unknown status.
registerClass() | This method has an unknown status.
toString() | This method has an unknown status.
unwatch() | This method has an unknown status.
valueOf() | This method has an unknown status.
watch() | This method has an unknown status.
Sharedclear() | This method has an unknown status.
Sharedflush() | This method has an unknown status.
SharedgetLocal() | This method has an unknown status.
SharedgetSize() | This method has an unknown status.
constructor | This property has an unknown status.
__proto__ | This property has an unknown status.
__resolve | This property has an unknown status.
Shareddata | This property has an unknown status.
SharedonStatus | This property has an unknown status.

## Chapter 5. Reporting Bugs

The Gnash project relies on the community of Gnash users to test the player. Feedback is critical to any successful project. Not only does it let us know that people use Gnash, but it helps us understand the community's needs. Gnash uses a bug tracker on http://savannah.gnu.org to manage these reports.

When filing a report, please follow the guidelines below. The better your bug report is, the easier it will be for the developers to address the issue. Bug reports without enough information will be asked to provide this information anyway. Adding critical details, like the Operating System you are on, its version, and any relevant error messages from Gnash that you get.

## Get a Fresh Binary Package

For starters, it's a good idea to obtain a copy of the latest snapshot. Although Gnash is primarily released as source, the Gnash build infrastructure allows the automated building of binary packages. Often the version of Gnash as packaged by a GNU/Linux or BSD distribution is based on the last official release, which could be months out of date. It helps us, if this is the case, for you to try a newer packaged build of Gnash.

You can get a fresh binary package of Gnash, as well as recent source packages from http://www.getgnash.org/packages .

## Determine if the bug was previously reported

Search the Gnash bug tracker to see if the bug has already been identified.

If the issue has already been reported, you should not file a bug report. However, you may add some additional information to the ticket if you feel that it will be beneficial to the developers. For instance, if someone reported a memory issue on Ubuntu GNU/Linux, and you noticed the same problem on OpenBSD, your stacktrace would be useful. Conversely, adding a "me too" note to a feature request is not helpful.

## Review the bug writing guidelines

A good bug report should be precise, explicit, and discrete. This means that there should be just one bug per ticket, and that a ticket should contain the following information:

- An overview of the problem;

- Instructions on how to replicate the bug;

- A description of what happened when you performed the steps to replicate the bug, and what you expected to happen;

- Your system information: operating system name and version, as well as the versions of major development dependencies;

- The release number or checkout timestamp for the version of Gnash where you observe the problem;

- The file `config.log`, which should be attached as a file;

- A descriptive title.

Include any additional information that you feel might be useful to the developers.

## Filing a bug report

After following the steps described above, you can file a bug report at https://savannah.gnu.org/bugs/?group=gnash.

## Chapter 6. Gnash Extensions

Gnash supports extending the Flash specification by creating custom ActionScript classes that are compiled code, as opposed to the existing method of defining custom classes as ActionScript. Executing compiled code has many performance benefits over having to interpret the byte stream of the ActionScript opcodes.

I can already hear people complaining now about the concept of extending Flash, so this in no way affects Gnash's ability to play Flash movies when functioning as a browser plugin. Gnash's goal is still to function in a way that is compatible with the current proprietary Flash player.

But at the same time, we see Flash as the ideal scripting language for a digital multi-media streaming environment. There are many resources for Flash movie creators for widgets, higher level APIs, all sorts of desirable things. But for those of use committed to using free software tools for Flash, our options are very limited.

Rather than launching a multi-year project to duplicate all classes in the commercial Flash IDE, it's much more efficient to use existing development libraries much like Python or Perl do. The extension mechanism in Gnash allows wrappers to be created for any C or C++ development library. Unlike the proprietary Flash IDE, which compiles all the extension libraries into byte codes from ActionScript, the support is moved to the player side. Movies with all of the goodies of the proprietary IDE in them play in Gnash just fine, as it's all just byte codes by then.

This trick works because until Flash player version 9, all the ActionScript class names and methods are passed as ASCII strings into the Flash movie. So the Gnash Virtual Machine just loads the extension file if that class name is invoked in the movie. All extension files specify the class name and methods it implements in an identical style as adding any new ActionScript class. The advantage is the class itself is compiled code, and runs much faster than the equivalent byte codes which all have to be interpreted..

## Creating A New Extension

Each new extension should live in it's own directory. The extensions included in Gnash are all in the gnash/extensions directory. Creating an extension requires a Makefile.am,

If you are adding this extension to the Gnash source tree itself, then you need to make two changes to add the new extension.

The first change is to add the directory to the list in extensions/Makefile.am. This can be done either by adding the new directory to the SUBDIRS setting, or by wrapping it in a conditional test.

The other change is to add it to the AC_OUTPUT list in configure.ac so the new directory will be configured along with the rest of Gnash.

Each extension should have an ActionScript source file included that tests the new class, and this file should be referenced in the new Makefile.am in the check_PROGRAMS variable so that "make check" works.

When creating an extension that is a wrapper for an existing development library API, it's often better to make this a thin layer, than to get carried away with creating beautiful abstractions. Higher-level classes that offer a lot of new functionality are fine, but is different than wrapping a library so it can be used from within Gnash.

### Crafting an Extension

All extensions have the same requirements, namely setting up a few defined function callbacks, which the Gnash VM then uses to do the right thing. The initial two function callbacks are for handling the interface of the newly created object so that Gnash can find and use it.

The first function is commonly called attachInterface, and this sets the other function callbacks for all the methods this class supports. The method callbacks are attached to the parent class by using init_member() to set a C function pointer to the string value used in the Flash movie.

    	// Attach DummyClass 'func1' and 'func2' methods to the given object
    	static void
    	attachInterface(as_object& obj) {
                obj.init_member("func1", &ext_func1);
                obj.init_member("func2", &ext_func2);
    	}

The second function is commonly called getInterface(), and this returns a pointer to a static prototype of the class. Gnash uses garbage collection for ActionScript objects so you need to register the static with the VM to give it a chance to be marked as reachable.

    	static as_object*
    	getInterface()
    	{
    	    static boost::intrusive_ptr<as_object> o;
    	    if (o == NULL) {
    	        o = new as_object();
                    VM::get().addStatic(o);
                    attachInterface(*o);
    	    }
    	    return o.get();
    	}

This is the callback that gets executed when constructing a new object for the VM. In this example we'll assume the new ActionScript class is called DummyExt, and has two methods, func1 and func2.

    	static as_value
    	dummyext_ctor(const fn_call& fn)
    	{
    	    DummyExt *obj = new DummyExt(); // will setup prototypes

    	    return as_value(obj);
    	}

The trick for the above simple constructor to work is that class appartenence is setup in the C++ DummyExt constructor itself, which should derive from as_object and construct the base passing it the interface (prototype) of it's class.

    	class DummyExt : public as_object
            {
            public:
    	    DummyExt()
                    :
                    as_object(getInterface()) // returns the static prototype
                {}

    	};

Initialize the extension. This is looked for by the extension handling code in each extension, and is executed when the extension is loaded. This is the main entry point into the extension. This function can be found because the prefix of dummyext, which also matches the file name of the extension. Gnash uses the name of the extension file itself when looking for the init function.

            extern "C" {
    	    void
    	    dummyext_class_init(as_object &obj)
    	    {
    	        static builtin_function* cl=NULL;
    	        if (!cl)
                    {
                        // Create a builtin function using the given constructor
                        // to instanciate objects and exporting the given interface
    	            cl = new builtin_function(&dummyext_ctor, getInterface());
    	            VM::get().addStatic(cl); // will forbid to collect the class
    	        }

    		obj.init_member("DummyExt", cl);
    	    }
            } // end of extern C

The callbacks are all C functions. Like all the other code that implements ActionScript, parameters to the function are passed in using the fn_call data structure. The return code, if any, is also returned using this data structure. this_ptr is the object that the method is a member of.

    	// Creates a new button with the label as the text.
    	as_value func1(const fn_call& fn) {
                // Following line will ensure 'func1' is called for a DummyExt instance,
                // or would throw an exception which should behave as if we returned the
                // undefined value.
                boost::intrusive_ptr<DummyExt> ptr = ensureType<DummyExt>(fn.this_ptr);

    	    if (fn.nargs > 0) {
    	        std::string label = fn.arg(0).to_string();
    		bool ret = ptr->dummy_text_label(label);
    		return as_value(ret);
    	    }
    	}

## Debugging An Extension

As extensions are loaded dynamically at runtime, debugging one can be difficult. You can use GDB, but you have the problem of not being able to set a breakpoint in Gnash until after the extension has been loaded into Gnash's VM. The easy solution is to use the Gnash debugger.

You can insert these few lines in any file that you wish to manually start the debugger. Once at the console, you can attach GDB to the process. Then you can set breakpoints, etc... and you are at the point of execution where the console was started. To then continue playing the movie, type the c (for continue) command to the Gnash console.

          // Get the debugger instance
          static Debugger& debugger = Debugger::getDefaultInstance();

          // Enable the debugger
          debugger.enabled(true);
          // Stop and drop into a console
          debugger.console();

You can also resort to the time honored technique of creating a loop before the point you want to set a breakpoint for. Gnash will stop playing the movie at this point, and then you can externally attach GDB to the running process, or type ^C to drop into the GDB command console.

          bool stall = true;
          while (stall) {
              sleep 1;
          }

Once you have set the breakpoints you want, reset the value of the stall variable to break out of the loop, and the Flash movie will then continue playing.

          (gdb) set variable stall = false;
          continue

## Included Extensions

Gnash has some extensions included in the distribution. This is mostly because they were written by the Gnash team. Extensions can be external to gnash, Gnash needs no compiled in knowledge to load an extension file.

#### Gtk Extension

The GTK ActionScript class follows the same API as Gtk2, even down to the same arguments to the same function names. This means you're actually programming GTK,you're just using ActionScript instead of python, perl, or C. This extension makes it possible to write Flash movies that use the Gtk2 widgets for user interface components.

window_new

  Create a new window.

signal_connect

  Add an event handler to a widget.

container_set_border_width

  Set the width of the window border.

button_new_with_label

  Create a new button and give it the specified label.

signal_connect_swapped

  Swap signals. Commonly used for delete event handling.

container_add

  Add one widget to another as a child.

widget_show

  Display the widget on the screen.

main

  Start the main GTK event loop. This function does not return.

#### File I/O Extension

Flash movies are traditionally forbidden from accessing the filesystem, but this may be necessary for some embedded applications. Especially in the case of a user console, currently there is no way to get input into a Flash movie but through a TextField.

fopen

  Open the file.

fread

  Read a series of bytes from the opened file.

fgetc

  Read a single byte from the opened file.

fgets

  Read a single line until a Carriage Return from the opened file.

gets

  Read a single line from the standard in.

getchar

  Read a single character from the standard in.

fwrite

fputc

  Write a single character to the opened file.

fputs

  Write a single line to the opened file.

puts

  Write a single line to standard out..

putchar

  Write a single character to standard out..

fflush

  Flush the current opened file to disk.

fseek

  Seek to a location within the opened file.

ftell

  Report the current position within the opened file.

fclose

  Close the opened file.

#### MySQL Extension

The MySQL ActionScript class follows the same API as MySQL, even down to the same arguments to the same function names. This enables a Flash movie to have direct access to a MySQL database. Traditionally Flash movies have had no database support, they either had to use arrays, or use XML to communicate to an application specific external database daemon.

connect

  Connect to a MySQL database.

qetData

  Get data from the database.

disconnect

  Disconnect from a MySQL database.

query

  Execute an SQL query to the database.

fetch_row

  Fetch a row from the query results.

num_fields

free_result

  Free the results of a query.

store_results

  Store the results of a query.

## Chapter 7. RTMP Protocol

This document is based mostly on my own reverse engineering of the RTMP protocol and AMF format. tcpdump and ethereal are your friend. Some additional info that got me started was from the Red5 project. Red5 is the only other open source Flash server. So some details are still vague, but as the implementation appears to work, we'll figure out what they are later.

The Real Time Messaging Protocol was created by MacroMedia (now Adobe) for delivering Flash objects and video over a network connection. Currently the only servers which support this format are the MacroMedia Media sever, and the Open Source Red5 project.

This is a simple protocol, optimized for poor bandwidth connections. It can support up to 64 concurrent streams over the same network connection. Part of each AMF packet header contains the index number of the stream. A single RTMP message can contain multiple AMF packets.

An RTMP connection uses Tcp/ip port 1935. It is also possible to tunnel RTMP over an HTTP connection using port 80. Each AMF packet is 128 bytes long except for streaming audio, which has 64 byte packets.

The basics of the RTMP protocol are as follows. All communications are initiated by the client.

The client starts the RTMP connection by sending a single byte with a value of 0x3. This byte is followed by a data block of 1536 bytes. The format if this data block is unknown, but it appears to not be actually used by the protocol except as a handshake.

The server receives this packet, stores the 1536 byte data block, and then send a single byte with the value of 0x3, followed by two 1536 data blocks. The second data block is the full contents of the original data block as sent by the client.

The client receives the 1536 byte data block, and if they match, the connection is established. After the handshake process is done, there are three other messages that the client sends to the sever to start the data flowing.

The first AMF packet sent to the server contains the connect packet. This doesn't appear to do much but notify the server the client is happy with the handshake, and ready to start reading packets.

The second packet is the NetConnection object from the client. This ActionScript class is used by the Flash movie to create the network connection to the server.

The third packet is the NetStream object from the client. This is the ActionScript class used to specify the file to be streamed by the server.

The RTMP packet for our example looks like this:

          030000190000c91400000000020007connect00?f0000000000000030003app0200#
          software/gnash/tests/1153948634.flv0008flashVer02000cLNX 6,0,82,0 0006
          swfUrl02001dfile:///file|%2Ftmp%2Fout.swfc30005tcUrl\002\0004
          rtmp://localhost/software/gnash/tests/1153948634.flv\000\000\t
          \002\000\005userx

We'll take this apart in a bit, but you can see how all three AMF packets are in the same message. The message is received in several 128 byte blocks, with the last one being less than that. The total size of the RTMP message is in the header, so the reader can tell if the entire message was read or not.

The RTMP header is first, followed by the connect message as an ASCII string as the message body. The following AMF packet is the NetConnection one, which specifies that this is coming from a Flash application. This also contains the file path the server can use to find the file to stream. This is then followed by the version number, which I assume is the version of the Flash player, so the server knows what it is talking to.

The third packet is the one from NetStream, which specifies the URL used for the movie, followed by the user name for a semblance of security.

For the next level of detail, we'll explain the format of AMF. AMF is used by the RTMP protocol to transfer data. Each Flash object is encapsulated in an AMF packet, including streaming audio or video.

The first byte of the RTMP header determines two things about the rest of the message. The first 2 bits of this byte signify the total size of the RTMP header. The RTMP header is of a variable size, so this is important.

00

  This specifies the header contains 12 bytes, including this one.

01

  This specifies the header contains 8 bytes, including this one.

02

  This specifies the header contains 4 bytes, including this one.

03

  This specifies the header contains 1 byte, so this is the complete header.

The other 6 bits in this byte represent the AMF index. As a single RTMP connection can support multiple data streams, this signifies which stream this packet is for. Once an AMF object is fully received by the client, the AMF index may be reused.

For messages with headers of at least 4 bytes, the next 3 bytes are used by audio and video data packets, but at this time the meaning of this field is unknown.

For messages with a 8 byte or larger header, the next 3 bytes determine the size of the RTMP message being transmitted. Messages with a 1 byte or 4 byte header use a standard size, 128 bytes for video, and 64 bytes for audio.

For messages with an 8 byte or larger header, the next byte is the type of the AMF object.

0x3

  This specifies the content type of the RTMP packet is the number of bytes read. This is used to start the RTMP connection.

0x4

  This specifies the content type of the RTMP message is a ping packet.

0x5

  This specifies the content type of the RTMP message is server response of some type.

0x6

  This specifies the content type of the RTMP packet is client request of some type.

0x8

  This specifies the content type of the RTMP packet is an audio message.

0x9

  This specifies the content type of the RTMP message is a video packet.

0x12

  This specifies the content type of the RTMP message is notify.

0x13

  This specifies the content type of the RTMP message is shared object.

0x14

  This specifies the content type of the RTMP message is remote procedure call. This invokes the method of a Flash class remotely.

There are two sets of data types to consider. One set is used by the to specify the content type of the AMF object, the other is an ActionScript data type tag used to denote which type of object is being transferred.

The values of the initial type byte are:

0x0

  This specifies the data in the AMF packet is a numeric value. All numeric values in Flash are 64 bit, big-endian.

0x1

  This specifies the data in the AMF packet is a boolean value.

0x2

  This specifies the data in the AMF packet is an ASCII string.

0x3

  This specifies the data in the AMF packet is a Flash object. The Flash object data type field further along in the message specifies which type of ActionScript object it is.

0x4

  This specifies the data in the AMF packet is a Flash movie, ie. another Flash movie.

0x5

  This specifies the data in the AMF packet is a NULL value. NULL is often used as the return code from calling Flash functions.

0x6

  This specifies the data in the AMF packet is a undefined. This is also used as the return code from calling Flash functions.

0x7

  This specifies the data in the AMF packet is a reference.

0x8

  This specifies the data in the AMF packet is a ECMA array.

0x9

  This specifies the data in the AMF packet is the end of an object definition. As an object is transmitted with multiple AMF packets, this lets the server know when the end of the object is reached.

0xa

  This specifies the data in the AMF packet is a Strict array.

0xb

  This specifies the data in the AMF packet is a date.

0xc

  This specifies the data in the AMF packet is a multi-byte string. Multi-byte strings are used for international language support to represent non ASCII fonts.

0xd

  This specifies the data in the AMF packet is a an unsupported feature.

0xe

  This specifies the data in the AMF packet is a record set.

0xf

  This specifies the data in the AMF packet is a AML object. XML objects are then parsed by the XML ActionScript class.

0x10

  This specifies the data in the AMF packet is a typed object.

For messages with a 12 byte header, the last 4 bytes are the routing of the message. If the destination is the server, this value is the NetStream object source. If the destination is the client, this is the NetStream object for this RTMP message. A value of 0x00000000 appears to be reserved for the NetConnection object.

Multiple AMF streams can be contained in a single RTMP messages, so it's important to check the index of each AMF packet.

An example RTMP header might look like this. (spaces added between fields for clarity) All the numbers are in hex.

          03 000019 0000c9 14 000000000

03

  The first two bits of this byte are the size of the header, which in this example is 00, for a 12 byte header. The next 6 bits is the AMF stream index number, which in this example is 0x3.

000019

  These 3 bytes currently have an unknown purpose.

000c9

  Since this example has a 12 byte header, this is the size of the RTMP message, in this case 201 bytes.

14

  This is the content type of the RTMP message, which in this case is to invoke a remote function call. (which we later see is the connect function).

00000000

  The source is the NetConnection object used to start this connection.

## AMF Format

The AMF format is used in the LocalConnection, SharedObject, NetConnection, and NetStream ActionScript classes. This is a means of binary data interchange between Flash movies, or between a Flash player and a Flash server.

Like the RTMP messages, an AMF packet header can be of a variable size. The size is either the same as the initial header of the RTMP message, or a 1 byte header, which is commonly used for streaming audio or video data.

The body of an AMF packet may look something like this example. The spaces have been added for clarity.

          02  0007 636f6e6e656374

02

  This is a single byte header. The value of the first 2 bits is 0x3, and the AMF index is also 0x3.

0007

  This is the length in bytes of the string.

63 6f 6e 6e 65 63 74

  This is the string. Note that there is no null terminator since the length is specified.

## Chapter 8. Mozilla/Firefox NPAPI Plugin

The Mozilla SDK has two API layers for plugins. The older layer is documented in the Geeko Plugin API Reference, and the newer layer doesn't appear to be documented. The new API is simpler, and is portable across multiple versions of Mozilla or Firefox. The new API is just a layer on top of the older one, so this manual still applies.

Most of the programming of a plugin is filling in real emphasis for the standard API functions and methods. Firefox uses these to create the plugin, and to send it data.

When initializing or destroying a plugin, no matter how many instances are being used, the C API is used. These functions are typically called once for each plugin that is loaded.

## Plugin C API

The lower layer is a C based API which is used by Firefox to initialize and destroy a plugin. This is so a plugin can be portable across multiple systems, since C++ emphasis is not portable between most C++ compilers. This is where most of the behind the scenes work is done in a plugin. For Gnash, the sources this lower layer are in plugin/mozilla-sdk. They were added to the Gnash source tree so it wouldn't be necessary to have the Mozilla development packages installed to compile the Gnash plugin.

This is also the older API used for plugins, so is usually the one used if you dig around for plugin examples on the web. These are the main functions which have to be implemented in a plugin for it to be recognized by the browser, and to be initialized and destroyed.

NS_PluginInitialize

  This C function gets called once when the plugin is loaded, regardless of how many instantiations there are actually playing movies. So this is where all the one time only initialization stuff goes that is shared by all the threads.

NS_NewPluginInstance

  This instantiates a new object for the browser. Returning a pointer to the C++ plugin object is what ties the C++ and C emphasis parts of the API together.

NS_DestroyPluginInstance

  This destroys our instantiated object when the browser is done.

NS_PluginShutdown

  This is called when a plugin is shut down, so this is where all the one time only shutdown stuff goes.

NPP_GetMIMEDescription

  This is called to get the MIME types the plugin supports.

NS_PluginGetValue

  This is used by Firefox to query information from the plugin, like the supported MIME type, the version number, and a description.

## Plugin C++ API

The higher level layer is the one we are most concerned with. This is an instantiation of the nsPluginInstanceBase class, as defined by the Mozilla SDK, for our plugin. With this API, a plugin is mostly defining the standard entry points for Firefox, and the emphasis that implements the glue between the Firefox and our plugin.

These are called for each instantiation of plugin. If there are three Flash movies on a web page, then three instances are created. Unfortunately for plugin programmers, these functions may randomly be called more than once, so it's good to use initialization flags for things that should only be done one per thread. For instance, nsPluginInstance::init() and nsPluginInstance::SetWindow() are called more than once, so the plugin must protect against actions that could be destructive.

nsPluginInstance::nsPluginInstance

  Create a new plugin object.

nsPluginInstance::init

  This methods initializes the plugin object, and is called for every movie which gets played. This is where the thread-specific information goes.

nsPluginInstance::SetWindow

  This sets up the window the plugin is supposed to render into. This calls passes in various information used by the plugin to setup the window. This may get called multiple times by each instantiated object, so it can't do much but window specific setup here. This is where the main emphasis is that sets up the window for the plugin.

nsPluginInstance::NewStream

  Opens a new incoming data stream, which is the flash movie we want to play. A URL can be pretty ugly, like in this example: http://www.sickwave.com/swf/navbar/navbar_sw.swf?atfilms=http%3a//www.atm.com/af/home/&shickwave=http%3a//www.sickwave.com&gblst=http%3a//gbst.sickwave.com/gb/gbHome.jsp&known=0 ../flash/gui.swf?ip_addr=foobar.com&ip_port=3660&show_cursor=true&path_prefix=../flash/&trapallkeys=true" So this is where we parse the URL to get all the options passed in when invoking the plugin.

nsPluginInstance::Write

  Read the data stream from Mozilla/Firefox. For now we read the bytes and write them to a disk file.

nsPluginInstance::WriteReady

  Return how many bytes we can read into the buffer.

nsPluginInstance::DestroyStream

  Destroy the data stream we've been reading. For Gnash, when the stream is destroyed means we've grabbed the entire movie. So we signal the thread to start reading and playing the movie.

nsPluginInstance::shut

  This is where the movie playing specific shutdown emphasis goes.

nsPluginInstance::~nsPluginInstance

  This destroys our plugin object.

NS_PluginInitialize::initGL

  This is a Gnash internal function that sets up OpenGL.

NS_PluginInitialize::destroyContext

  This is a Gnash internal function that destroys a GLX context.

nsPluginInstance::getVersion

  This returns the version of Mozilla this plugin supports.

nsPluginInstance::GetValue

  This returns information to the browser about the plugin's name and description.

nsPluginInstance::URLNotify

## OpenGL and Threads

Neither OpenGL nor X11 has any built-in support for threads. Most actions aren't even atomic, so care has to be made to not corrupt any internal data. While it is difficult to render OpenGL from multiple threads, it can be done with the proper locking. The downside is the locking adds a performance hit, since all the threads will have to have the access synchronized by using mutexes.

The X11 context is maintained one per instantiation of the plugin. It is necessary to lock access to the X11 context when using threads by using XLockDisplay() and XUnlockDisplay(). A connection to the X11 server is opened for every instantiation of the plugin using XOpenDisplay().

The GLX Context is maintained one per instantiation of the plugin for a web page. If there are more than one Flash movie, there is more than one GLX Context. A GLX context can be created by using glXCreateContext(), and then later destroyed by using glXDestroyContext(). When swapping threads, the context is changed using glXMakeCurrent().

All the emphasis that directly accesses a GLX context or the X11 display must be wrapped with a mutex.

## Plugin Event Handling

Firefox on most UNIX systems is a GTK+ application, so it is possible to have the plugin hook into the X11 event handling via GLX or GTK. Since Firefox uses GTK, so does Gnash. This also allows the addition of a right-click mouse menu for controlling the player. The GTK build of Gnash offers the best browsing experience as it's more functional than the SDL version.

It is also possible to disable the GTK support so only the older SDL support is used. In this case Gnash can't support event handling within the browser. This means that when using the SDL of the plugin, mouse clicks and keys pressed get ignored. Windows also can't be resized, and sometimes they overrun their boundaries as well. To disable the GTK support and force SDL to be used anyway, configure with --disable-glext

## Appendix

### Code Style

I know any discussion of coding styles leads to strong opinions, so I'll state simply I follow the GNU Coding Standards. Where there is some flexibility as to the location of braces, I prefer mine on the end of a line when using an if, while, or do statement. I find this more compact style easier to read and parse by eye. I'm also a big fan of always using braces around if statements, even if they're one liners.

Here's my tweaked style settings for Emacs, the one true editor to rule them all.

          (defconst my-style
              '((c-tab-always-indent   . t)
               (c-auto-newline	   . t)
               (c-hanging-braces-alist . (
    				   (brace-list-intro)
    				   (namespace-open)
    				   (inline-open)
    				   (block-open)
    				   (brace-list-open)
    				   (brace-list-close)
    				   (brace-entry-open)
    				   (brace-else-brace)
    				   (brace-elseif-brace)
    				   (class-open after)
    				   (class-close)
    				   (defun-open after)
    				   (defun-close)
    				   (extern-lang-open)
    				   (inexpr-class-open)
    				   (statement-open)
    				   (substatement-open)
    				   (inexpr-class-close)))
                (c-hanging-colons-alist . ((member-init-intro before)
                                       (inher-intro)
                                       (case-label after)
                                       (label after)
                                       (access-label after)))
                (c-offsets-alist	. (
    				   (innamespace . 0)
                                       (case-label  . 2)
    				   ))
                (c-cleanup-list	. (
    				   (scope-operator)
    				   (empty-defun-braces)
    				   (brace-else-brace)
    				   (brace-elseif-brace)
    				   (defun-close-semi)
    				   (list-close-comma)
    				   )
    				)
        ;; no automatic newlines after ';' if following line non-blank or inside
        ;; one-line inline methods
        (add-to-list 'c-hanging-semi&comma-criteria
    		 'c-semi&comma-no-newlines-before-nonblanks)
        (add-to-list 'c-hanging-semi&comma-criteria
    		 'c-semi&comma-no-newlines-for-oneline-inliners)
    ;    (knr-argdecl-intro . -)
        (c-echo-syntactic-information-p . t)
        )
      "My GNU Programming Style")

Another coding consideration: comments are good! Over commenting isn't good. Here is an over commented example:

    	counter++;		// increment counter

Gnash also uses Doxygen style comments. These are processed by Doxygen when building a cross reference of all the classes, and is a good way to help push internals documentation from the depths of the code into documentation where it can be seen by others.

Doxygen style comments for C++ code involves simply using three slashes /// instead of the standard two slashes // used for C++ comments. Here's a short comment block for the XML::cloneNode() method:

    	/// \brief copy a node
    	///
    	/// Method; constructs and returns a new XML node of the same type,
    	/// name, value, and attributes as the specified XML object. If deep
    	/// is set to true, all child nodes are recursively cloned, resulting
    	/// in an exact copy of the original object's document tree.
    	XMLNode &
    	XML::cloneNode(XMLNode &newnode, bool deep) {
    	...
    	}

The \brief keyword means that the text becomes associated when listing all the classes on the generated web pages. The text after the blank link becomes the detailed description which appears on the generated web page for that class and method.

## Chapter 9. Authors

Gnash is maintained by Rob Savoye. Other active developers are: Sandro Santilli, Bastiaan Jacques, Udo Giacomozzi, Chad Musick, Benjamin Wolsey, Zou Lunkai, and Russ Nelson. Please send all comments and suggestions to `<gnash-dev@gnu.org>`. Past and sometimes current developers are Tomas Groth and Markus Gothe.

Gnash was initially derived from GameSWF. GameSWF is maintained by Thatcher Ulrich `<tu@tulrich.com>`. The following people contributed to GameSWF: Mike Shaver, Thierry Berger-Perrin, Ignacio Castaño, Willem Kokke, Vitaly Alexeev, Alexander Streit, and Rob Savoye.

## Appendix A. GNU Free Documentation License

Version 1.1, March 2000

Copyright © 2000 Free Software Foundation, Inc.

Free Software Foundation, Inc. 59 Temple Place,
Suite 330, Boston, MA
02111-1307 USA

Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.

## 0. PREAMBLE

The purpose of this License is to make a manual, textbook, or other written document "free" in the sense of freedom: to assure everyone the effective freedom to copy and redistribute it, with or without modifying it, either commercially or non-commercially. Secondarily, this License preserves for the author and publisher a way to get credit for their work, while not being considered responsible for modifications made by others.

This License is a kind of "copyleft", which means that derivative works of the document must themselves be free in the same sense. It complements the GNU General Public License, which is a copyleft license designed for free software.

We have designed this License in order to use it for manuals for free software, because free software needs free documentation: a free program should come with manuals providing the same freedoms that the software does. But this License is not limited to software manuals; it can be used for any textual work, regardless of subject matter or whether it is published as a printed book. We recommend this License principally for works whose purpose is instruction or reference.

## 1. APPLICABILITY AND DEFINITIONS

This License applies to any manual or other work that contains a notice placed by the copyright holder saying it can be distributed under the terms of this License. The "Document", below, refers to any such manual or work. Any member of the public is a licensee, and is addressed as "you".

A "Modified Version" of the Document means any work containing the Document or a portion of it, either copied verbatim, or with modifications and/or translated into another language.

A "Secondary Section" is a named appendix or a front-matter section of the Document that deals exclusively with the relationship of the publishers or authors of the Document to the Document's overall subject (or to related matters) and contains nothing that could fall directly within that overall subject. (For example, if the Document is in part a textbook of mathematics, a Secondary Section may not explain any mathematics.) The relationship could be a matter of historical connection with the subject or with related matters, or of legal, commercial, philosophical, ethical or political position regarding them.

The "Invariant Sections" are certain Secondary Sections whose titles are designated, as being those of Invariant Sections, in the notice that says that the Document is released under this License.

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The "Title Page" means, for a printed book, the title page itself, plus such following pages as are needed to hold, legibly, the material this License requires to appear in the title page. For works in formats which do not have any title page as such, "Title Page" means the text near the most prominent appearance of the work's title, preceding the beginning of the body of the text.

## 2. VERBATIM COPYING

You may copy and distribute the Document in any medium, either commercially or noncommercially, provided that this License, the copyright notices, and the license notice saying this License applies to the Document are reproduced in all copies, and that you add no other conditions whatsoever to those of this License. You may not use technical measures to obstruct or control the reading or further copying of the copies you make or distribute. However, you may accept compensation in exchange for copies. If you distribute a large enough number of copies you must also follow the conditions in section 3.

You may also lend copies, under the same conditions stated above, and you may publicly display copies.

## 3. COPYING IN QUANTITY

If you publish printed copies of the Document numbering more than 100, and the Document's license notice requires Cover Texts, you must enclose the copies in covers that carry, clearly and legibly, all these Cover Texts: Front-Cover Texts on the front cover, and Back-Cover Texts on the back cover. Both covers must also clearly and legibly identify you as the publisher of these copies. The front cover must present the full title with all words of the title equally prominent and visible. You may add other material on the covers in addition. Copying with changes limited to the covers, as long as they preserve the title of the Document and satisfy these conditions, can be treated as verbatim copying in other respects.

If the required texts for either cover are too voluminous to fit legibly, you should put the first ones listed (as many as fit reasonably) on the actual cover, and continue the rest onto adjacent pages.

If you publish or distribute Opaque copies of the Document numbering more than 100, you must either include a machine-readable Transparent copy along with each Opaque copy, or state in or with each Opaque copy a publicly-accessible computer-network location containing a complete Transparent copy of the Document, free of added material, which the general network-using public has access to download anonymously at no charge using public-standard network protocols. If you use the latter option, you must take reasonably prudent steps, when you begin distribution of Opaque copies in quantity, to ensure that this Transparent copy will remain thus accessible at the stated location until at least one year after the last time you distribute an Opaque copy (directly or through your agents or retailers) of that edition to the public.

It is requested, but not required, that you contact the authors of the Document well before redistributing any large number of copies, to give them a chance to provide you with an updated version of the Document.

## 4. MODIFICATIONS

You may copy and distribute a Modified Version of the Document under the conditions of sections 2 and 3 above, provided that you release the Modified Version under precisely this License, with the Modified Version filling the role of the Document, thus licensing distribution and modification of the Modified Version to whoever possesses a copy of it. In addition, you must do these things in the Modified Version:

- A. Use in the Title Page (and on the covers, if any) a title distinct from that of the Document, and from those of previous versions (which should, if there were any, be listed in the History section of the Document). You may use the same title as a previous version if the original publisher of that version gives permission.

- B. List on the Title Page, as authors, one or more persons or entities responsible for authorship of the modifications in the Modified Version, together with at least five of the principal authors of the Document (all of its principal authors, if it has less than five).

- C. State on the Title Page the name of the publisher of the Modified Version, as the publisher.

- D. Preserve all the copyright notices of the Document.

- E. Add an appropriate copyright notice for your modifications adjacent to the other copyright notices.

- F. Include, immediately after the copyright notices, a license notice giving the public permission to use the Modified Version under the terms of this License, in the form shown in the Addendum below.

- G. Preserve in that license notice the full lists of Invariant Sections and required Cover Texts given in the Document's license notice.

- H. Include an unaltered copy of this License.

- I. Preserve the section entitled "History", and its title, and add to it an item stating at least the title, year, new authors, and publisher of the Modified Version as given on the Title Page. If there is no section entitled "History" in the Document, create one stating the title, year, authors, and publisher of the Document as given on its Title Page, then add an item describing the Modified Version as stated in the previous sentence.

- J. Preserve the network location, if any, given in the Document for public access to a Transparent copy of the Document, and likewise the network locations given in the Document for previous versions it was based on. These may be placed in the "History" section. You may omit a network location for a work that was published at least four years before the Document itself, or if the original publisher of the version it refers to gives permission.

- K. In any section entitled "Acknowledgements" or "Dedications", preserve the section's title, and preserve in the section all the substance and tone of each of the contributor acknowledgements and/or dedications given therein.

- L. Preserve all the Invariant Sections of the Document, unaltered in their text and in their titles. Section numbers or the equivalent are not considered part of the section titles.

- M. Delete any section entitled "Endorsements". Such a section may not be included in the Modified Version.

- N. Do not retitle any existing section as "Endorsements" or to conflict in title with any Invariant Section.

If the Modified Version includes new front-matter sections or appendices that qualify as Secondary Sections and contain no material copied from the Document, you may at your option designate some or all of these sections as invariant. To do this, add their titles to the list of Invariant Sections in the Modified Version's license notice. These titles must be distinct from any other section titles.

You may add a section entitled "Endorsements", provided it contains nothing but endorsements of your Modified Version by various parties--for example, statements of peer review or that the text has been approved by an organization as the authoritative definition of a standard.

You may add a passage of up to five words as a Front-Cover Text, and a passage of up to 25 words as a Back-Cover Text, to the end of the list of Cover Texts in the Modified Version. Only one passage of Front-Cover Text and one of Back-Cover Text may be added by (or through arrangements made by) any one entity. If the Document already includes a cover text for the same cover, previously added by you or by arrangement made by the same entity you are acting on behalf of, you may not add another; but you may replace the old one, on explicit permission from the previous publisher that added the old one.

The author(s) and publisher(s) of the Document do not by this License give permission to use their names for publicity for or to assert or imply endorsement of any Modified Version .

## 5. COMBINING DOCUMENTS

You may combine the Document with other documents released under this License, under the terms defined in section 4 above for modified versions, provided that you include in the combination all of the Invariant Sections of all of the original documents, unmodified, and list them all as Invariant Sections of your combined work in its license notice.

The combined work need only contain one copy of this License, and multiple identical Invariant Sections may be replaced with a single copy. If there are multiple Invariant Sections with the same name but different contents, make the title of each such section unique by adding at the end of it, in parentheses, the name of the original author or publisher of that section if known, or else a unique number. Make the same adjustment to the section titles in the list of Invariant Sections in the license notice of the combined work.

In the combination, you must combine any sections entitled "History" in the various original documents, forming one section entitled "History"; likewise combine any sections entitled "Acknowledgements", and any sections entitled "Dedications". You must delete all sections entitled "Endorsements."

## 6. COLLECTIONS OF DOCUMENTS

You may make a collection consisting of the Document and other documents released under this License, and replace the individual copies of this License in the various documents with a single copy that is included in the collection, provided that you follow the rules of this License for verbatim copying of each of the documents in all other respects.

You may extract a single document from such a collection, and distribute it individually under this License, provided you insert a copy of this License into the extracted document, and follow this License in all other respects regarding verbatim copying of that document.

## 7. AGGREGATION WITH INDEPENDENT WORKS

A compilation of the Document or its derivatives with other separate and independent documents or works, in or on a volume of a storage or distribution medium, does not as a whole count as a Modified Version of the Document, provided no compilation copyright is claimed for the compilation. Such a compilation is called an "aggregate", and this License does not apply to the other self-contained works thus compiled with the Document , on account of their being thus compiled, if they are not themselves derivative works of the Document. If the Cover Text requirement of section 3 is applicable to these copies of the Document, then if the Document is less than one quarter of the entire aggregate, the Document's Cover Texts may be placed on covers that surround only the Document within the aggregate. Otherwise they must appear on covers around the whole aggregate.

## 8. TRANSLATION

Translation is considered a kind of modification, so you may distribute translations of the Document under the terms of section 4. Replacing Invariant Sections with translations requires special permission from their copyright holders, but you may include translations of some or all Invariant Sections in addition to the original versions of these Invariant Sections. You may include a translation of this License provided that you also include the original English version of this License. In case of a disagreement between the translation and the original English version of this License, the original English version will prevail.

## 9. TERMINATION

You may not copy, modify, sublicense, or distribute the Document except as expressly provided for under this License. Any other attempt to copy, modify, sublicense or distribute the Document is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.

## 10. FUTURE REVISIONS OF THIS LICENSE

The Free Software Foundation may publish new, revised versions of the GNU Free Documentation License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. See http://www.gnu.org/copyleft/.

Each version of the License is given a distinguishing version number. If the Document specifies that a particular numbered version of this License "or any later version" applies to it, you have the option of following the terms and conditions either of that specified version or of any later version that has been published (not as a draft) by the Free Software Foundation. If the Document does not specify a version number of this License, you may choose any version ever published (not as a draft) by the Free Software Foundation.

## Addendum

To use this License in a document you have written, include a copy of the License in the document and put the following copyright and license notices just after the title page:

> Copyright 2008, Free Software Foundation.

> Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with noInvariant Sections, with no Front-Cover Texts, and with no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License".

If your document contains nontrivial examples of program code, we recommend releasing these examples in parallel under your choice of free software license, such as the GNU General Public License, to permit their use in free software.