(This is the 30th of many promised articles which explain an idea in isolation. It is hoped that ideas may be adapted, linked together and implemented.)
XWindows has a lovely feature. Actually, it has more than one lovely feature but I wish to concentrate on one feature in particular. XWindows has multiple types of windows. The most common is a rectangular bitmap which is maintained in response to application re-draw requests. There is a stereoscopic mode for windows. There is also an irregular bitmap. However, I wish to concentrate on text window mode.
I fear that text window mode, used by xterm, is being deprecated by gterm which uses an arbitrary bitmap for the purpose of implementing tabs. Text used to label each tab is drawn at a size specified by Gnome preferences and this rendering of tabs is sufficiently messy to cast a window from text to bitmap.
This led me to the consideration that if a video codec is used to implement a windowing system and the video codec is a collection of disparate tile types within quadtrees then it may be possible to unify text and bitmap windows - with the exception that it may be preferable to resize a text window in larger increments than arbitrary pixels. It might also be worthwhile to fix ANSI color and make foreground and background colors contrasting in the case that a user has a light or dark background color. It is also possible to implement eight bit color, 16 bit color or 24 bit color without the legacy of ncurses5.
With a quadtree, it is also possible to define characters which are 2×2 default size or 4×4 default size. This may be excessive and therefore it may be preferable to define double width cells (akin to Epson double width escape code) or double height cells (akin to Teletext double height escape code). However, I am definitely not implementing blink because this is not conducive to low-power display.
A quick method to bootstrap display of extended symbols is to allow multiple glyphs to be sent within one cell. In the case of diacritical marks, such as umlaut, this is fairly easy to implement. In the the absurd reduction, it should be possible to send left ascender and right ascender so that b and d can be rendered as glyphs.
I already mentioned that it is possible to route quadtree packets over intermediate nodes with 1KB RAM and perform screen remoting to micro-controllers with 64KB RAM. It should now be apparent that such a system is going to be blocky and colorful in the manner of a Commodore 64.
(This is the 29th of many promised articles which explain an idea in isolation. It is hoped that ideas may be adapted, linked together and implemented.)
In some circumstances, 10 bit per channel HDR color (1 billion colors) isn't enough. In other circumstances, 64 colors is more than enough. If only there was a way to switch to a different color scheme with an escape code or something. The benefit would be an instant reduction in bit-rate. Anyhow, this is a suggested list of color palettes which can be represented in eight bits:-
However, my favorite scheme is a 16 bit respresentation. It allows four hexadecimal digits to be mixed in approximate ratios of 4:3:2:1. However, the ratios are slightly skewed so 3:2:1 and 2:1 ratios can also be approximated by repeating digits. The skew prevents strict repetition and therefore it is possible to obtain a smooth transition of eight colors by defining colors of the form:-
My favorite feature of this scheme is that one or more colors can be reserved for user defined colors. This may include default foreground color, default background color and prefered highlight color. That technically means that an encoder using such representations doesn't know how it will be decoded. However, it permits basic styling to be performed. In a windowing environment, different preferences may be set for different servers. So:-
In each case, a server sends mixes of reserved colors. So, for example, to obtain four shades between a reserved color and white, use the following:-
However, I have yet to explain why I find this scheme desirable.
(This is the 28th of many promised articles which explain an idea in isolation. It is hoped that ideas may be adapted, linked together and implemented.)
In addition to a video compression motion delta, it is possible to specify differences between frames where a square of texture is shrunk and/or rotated.
An affine is a fancy term which often evokes fractal ferns or the rather hypnotic Electric Sheep screen saver. But affine means rotation and translation. You may change the color of something, shrink it or otherwise distort it but that process will include a rotation and a translation. Oddly, an affine may have zero degree rotation, zero translation plus miscellaneous stuff. So, technically, any action in a two dimensional space (or higher) is an affine. In practice, anything with a meaningful matrix operation is an affine.
For bitmaps and codecs, we can restrict rotation to four positions. This rotation can be represented very concisely in two bits. With another two bits, we can represent optional horizontal and vertical mirroring. With more bits, we can represent scaling factors, relative brightness and inversion of texture.
In practice, everything except translation and a fixed scaling factor of two is required. I'm sorry to disappoint anyone who thinks I'm numerologically obsessed with base three audio, base three video and 1/3 pixel motion deltas. In this case, scaling down by a factor of two is the most likely to match, easiest to implement and incurs the least processing load. This is particularly important on a computer with a data cache hierarchy. Finding potential matches at a scaling factor of three incurs at least twice as much cache churn.
In either case, the binary representation of a motion delta and an affine delta may differ by only one bit. The code to perform matches may have common functionality and the access patterns may be similar. This is particularly true of there is a maximum radius for potential matches. Therefore, it is strongly encouraged to interleave motion delta and affine delta matching. This allows motion delta matching to occur with very left overhead when affine matching is also performed.
However, with very infrequent key-frames and affine quadtrees, switching between live video streams could be made deliberately rough. This would be partly to avoid bandwidth peaks when fetching data and partly to ease implementation. The result would look rather like a blocky, dissolving replacement algorithm. The nearest example I can find is the rather jingoistic parody adverts from the film: Starship Troopers which generally end with "Would you like to know more?" (For a particularly simple video interface, see sequences from any episode of comedy sketch show the Glam Metal Detectives, although the content ranges from surreal to disturbing.)
(This is the 27th of many promised articles which explain an idea in isolation. It is hoped that ideas may be adapted, linked together and implemented.)
An obscure topic on video compression forums is the merits of hpel versus qpel. Consensus is that qpel should only should only be enabled where the majority of content moves slowly. What is this and is it even halfway correct?
A video compression motion delta may be specified in different forms. MPEG1 allows half pixel per frame movement to be specified. MPEG4 allows quarter pixel per frame movement. These are known a hpel and qpel units respectively. Half pixel movement has a profound limitation. Consider a checkerboard of highly contrasting pixels. Half pixel movement and the associated averaging will convert every pixel to mid gray in one step. And that's just in one direction. An hpel applies to horizontal and vertical movement. Therefore, it is common for a chunk of screen to become a four-way average of nearby texture. A qpel offers the possibility of a 1:3 mix in one direction or a 1:3:3:9 mix in two directions. This preserves some texture.
However, qpel has a different limitation. If bits per delta are fixed, a qpel only covers 1/4 of the screen area of an hpel and therefore a worthwhile match is less likely to occur.
A reasonable compromise can be made by specifying one third pixel steps. This is a tpel. A tpel provides maximum contrast which is moderately worse than qpel. However, it never incurs a qpel's worst case. Furthermore, a tpel is able to texture match over a larger area than a qpel.
Perhaps we should search further into the realm of 1/n motion deltas? 1/5 provides minimal benefit. 1/6 provides much of the functionality of 1/2 and 1/3. And anything smaller than a qpel provides very little area in which to match texture. So, pel, hpel, tpel and qpel offer the most range and flexibility. If downward compatibility is ignored, specifying a motion delta in tpel only would be a moderate choice. However, when transcoding legacy content, the failure to match features incurs either a loss of quality, an increased bit-rate (codec impedence mismatch) or a mix of these disadvantages.
Texture matching is a particularly asymmetric and processor intensive task. Where horizontal and vertical displacement are each defined as eight bit fields, there are more than 65000 potential matches and each may require a minimum of 16×16 unaligned memory accesses in each of three color-planes.
On some processor architectures, this invokes an edge case where unaligned memory access across a virtual memory page boundary incurs a 3600 clock cycle delay (and here).
Potential matches can be significantly reduced by setting a maximum radius. For real-time transcoding, the maximum radius may be dynamically adjusted up to a specificied maximum.
A further catch is that texture matching may be performed using the wrong quality metric. As noted in the defunct Diary Of An X264 Developer, if the quality metric is to obtain an approximate texture then the result will be an approximate texture but if the quality metric is to obtain sharpness between pixels then the result will be sharpness between pixels. That requires computing the difference between horizontally adjacent pixels and vertically adjacent pixels and using those as additional inputs for the approximation. That will be slower and especially so if code is written such that (2^n)-1 loop iterations prevent loops being unrolled properly or at all.
My inbox is full of recruiter spam... uhh... "inquiries" every single one marked Urgent, they all want an Android Graphic Debug engineer in Hillsboro, Oregon.
The only Hillsboro company that does Android Platform Development is Intel.
I expect their graphics are all fucked up.
It's quite likely they will only hire a contractor for this. Intel uses a lot of contract programmers.
(This is the 26th of many promised articles which explain an idea in isolation. It is hoped that ideas may be adapted, linked together and implemented.)
For many years, the standard technique for video compression was to have one key-frame followed by a succession of differences. The standard technique became entrenched to the point that "key-frame every 16 frames" was almost mandatory. In extreme circumstances, I've stretched this to "key-frame every 600 frames" but I really strongly don't recommend repeating it because it is high susceptible to corruption and seeking within the video is extremely unresponsive.
In theory, many video formats allow bi-directional playback. So, it should be equally easy to play a video forwards and backwards. This relies on motion deltas being specified in a bi-directional manner. However, this feature is usually ignored because it significantly increases size but only provides marginal benefit. Also, it provide no benefit at all when randomly seeking to a frame of video. When seeking to a frame before a key-frame, the preceeding key-frame must be decoded in full and then the next 15 diffs must be applied. For any amount of processing power, there is a resolution of video in which this process cannot be performed rapidly. Even when reverse differences are available, a key-frame must be decoded in full and up to eight diffs may be applied.
The best feature of the BBC's Dirac codec greatly improves this situation. It simultaneously decreases the frequency (and bulk) of key-frames and increases the quality of the remaining frames. It also improves random access to arbitrary frames and this may be the reason for its development.
The BBC wishes to produce all video content from one common platform. This means dumping all raw camera footage to one respository and generating XML edit lists which reference video within the respository. It would also be useful if archived video and streamed video was in the same high quality format. Well, the BBC has some success with edit lists. However, the remainder has been disappointing with the exception that a codec with a very natty feature was developed.
Dirac arranges frames into a B+ tree. The root of the tree is a key-frame and the remainder are diffs. In theory, each tier of the tree may have a different fan-out. Unless you're doing anything particularly odd, the tree will always be a binary tree. (Tiger trees used in BitTorrent are similar. Fan-out can be anything but is invariably two.)
Tree decode require multiple sets of video buffers. However, even for 3840×2160 RGB at 16 bits per channel, that requires 50MB per tier. And there is scope to trade storage for processing power. Regardless, the advantage of this arrangement is considerable. For n tiers of tree, a key-frame spacing is (2^n)-1 but diffs never exceed n-1. So, for eight tiers, key-frame spacing is 255 but a frame is never constructed from more than seven diffs. That means image quality and seek time is superior to MPEG1 while storage for key-frames is significantly reduced. Admittedly, there is more change between many of the diffs. A minimum of 1/3 of the diffs are to the immediately following frame. A minimum of 1/3 of the diffs are to the subsequent frame. And the remainder cover larger spans. This increases the size of the average diff but it is invariably smaller than frequent key-frames. It is also more resilient to corruption.
Oh, we might be in one of the odd cases where a binary tree isn't the obvious option. With ternary audio, it might be beneficial to match it with ternary video. Unfortunately, if we retrieve 8192 audio samples per request and play 2000, 1920, 1600, 960 or 800 samples per frame then it might not make a jot of difference.
(This is the 25th of many promised articles which explain an idea in isolation. It is hoped that ideas may be adapted, linked together and implemented.)
MPEG1 was a huge advance in video compression but there was one feature which struck me as idiotic.
Before MPEG1, schemes to encode video included CinePak and MJPEG. CinePak uses a very crude color-space matrix transform to reduce bandwidth and processing load. With processing power available nowadays, this could be replaced with something more efficient. CinePak defines horizontal regions. Again, this could be replaced with tiles. CinePak also works in a manner in which it degrades into a rather organic stipling effects when it is overwhelmed. Overall it has good features which are worth noting.
Unfortunately, it was overshadowed by MJPEG. This was a succession of JPEG pictures and had the distinct advantage that encode time was approximately equal to decode time. This made it suitable for low latency, real-time applications, such as video conferencing. Unfortunately, that is about the extent of MJPEG's advantages. The disadvantage is MJPEG only has the image quality of JPEG. The most significant limitation in JPEG is that the use of DCT over small regions leads to artifacts between regions. In the worst case, JPEG artifacts make a picture look like a collection of jigsaw pieces. When applied to MJPEG, the hard boundaries are unwaveringly in the same position in each frame. MJPEG also fails to utilize any similarity between successive frames of video.
MPEG1 changed matters drastically. Like MJPEG, MPEG1 used a JPEG DCT. However, it is typically used in bulk every 16 frames. The 15 frames in between are a succession of differences. In practice, this reduces the volume of data by a factor of three. However, the techniques used between key-frames are truly awful and there is a noticable difference in sharpness when each key-frame is displayed. At a typical 24 frames per second, this occurs every 2/3 second.
That's an unfortunate effect which otherwise allowed full audio and video to be played from CDROM at no more than 150KB/s. The idiotic part is that the techniques don't scale but that hasn't stopped people taking them to absurd extremes.
Between MPEG1 key-frames, a range of techniques can be applied. Horizontal or vertical strips of screen can be replaced in full. This is rarely applied. The exception is captions and titling which may cause significant typically cause significant change to a small strip at the bottom of a screen. Another technique is lightening or darkening of small regions or strips. However, it is the motion delta functionality which is most problematic and not just because movement is mutually exclusive with change in brightness.
Within MPEG1, it is possible to specify 16×16 pixel chunks of screen which move over a number of frames. There is an allocation of deltas and, in any given frame, movement can be started or stopped. Therefore, a chunk of screen which moves over eight frames requires no more encoding overhead than a chunk of screen which moves over one frame. Unfortunately, the best encoding quickly becomes a combinatorial explosion of possibilities to the extent that early MPEG1 encoding required hiring a super-computer.
Having regions of screen moving about autonomously isn't the worst problem. As screen resolution increases, motion deltas have to increase in size or quantity. This isn't a graceful process. If horizontal resolution doubles and vertical resolution doubles then motion deltas should quadruple in size and/or quantity. At 352×288 pixels (or less), hundreds of motion deltas are worthwhile but at 1920×1080 pixels other techniques are required.
The simplest technique to ensure scalability is to use a quadtrees. Or, more accurately, define a set of tiles where each tile is an separate quadtree. This technique has one obvious advantage. Each tile may be lightened, darkened, moved or replaced with very concise descriptions. Furthermore, each tile can be sub-divided, as required. Therefore, irregular regions can be lightened, darkened, moved or replaced. If an object spins across a screen, this could easily overwhelm MPEG1. The output would look awful. However, with a quadtree, each piece of an object can be approximated. Likewise for zoom. Likewise for camera shake.
(Use of quadtrees does not eliminate co-ordinates when describing regions. Use of quadtrees merely amortizes the common top bits of co-ordinates during recursive descent and eliminates bottom bits when action for a large region is described.)
The tricky part is to define an encoding where a collage of tile types can co-exist. When this is achieved, a very useful, practical property arises. It is possible make an encoder in which choice of tile type may be restricted. Therefore, one implementation of encoder and decoder may cover the range from low latency, symmetric time, lossless compression to high latency, asymmetric time, lossy compression. By the geometric series, a quadtree has (approximately) one branch for every three leaves. Where branches are always one byte and leaves are always larger, the overhead of branches never exceeds 1/6 of the video stream. Indeed, if tile types are restricted to only JPEG DCT of the smallest size, performance is only a little outside of MJPEG parameters. When more tile types are enabled, performance exceeds MPEG1 by size and quality.
However, the really good part is that quality can be maintained within known bounds even if a piece of a video frame is missing. Tolerance to error becomes increasingly important as the volume of data increases. It also provides options to watch true multi-cast video and/or watch video over poor network connections.
From empirical testing with the 4K trailer for Elysium, I've found that everything is awesome at 4K (3840×2160 pixels). When the encoder recurses from 64×64 pixel tiles down to 8×8 pixel tiles and incorrectly picks a solid color tile, the result still looks good because the effective resolution is 480×270 pixels. So, even when the codec under development goes awry, it often exceeds MPEG1's default resolution.
(This is the 24th of many promised articles which explain an idea in isolation. It is hoped that ideas may be adapted, linked together and implemented.)
(This description of color video excludes SECAM and many other details whih are not relevant to explaining current or future techniques.)
Historically, television was broadcast as an analog signal. Various formats were devised. The two most commonly used formats were NTSC and PAL. NTSC was generally used in parts of the world where mains electricity supply was 60Hz. PAL was generally used in parts of the world where mains electricity supply was 50Hz. Both schemes use interlacing which is reasonably good compromise for automatically representing rapidly moving images at low quality and detailed images at higher quality.
NTSC has one odd or even field per 1/60 second. PAL has one odd or even field per 1/50 second. This matching of frame rate and electricity supply ensures that any distortion on a CRT [Cathode Ray Tube] due to power fluctuation is minimized because it is steady and consistant across many frames of video.
NTSC and PAL differ in matters where PAL had the benefit of hindsight. NTSC uses logarithmic brightness. This works well in ideal conditions but otherwise creates additional harmonics. PAL uses linear brightness. Also, PAL [Phase Alternate Line] inverts lines of video such that imperfections in the video signal are self-compensating. NTSC doesn't have this feature and is cruelly known as Never Twice the Same Color.
Analog television was originally broadcast in monochrome. As you'd expect, NTSC and PAL were extended in a similar manner. It was a clever technique which was downwardly compatible with monochrome receivers. It also takes into account perceptual brightness of typical human vision.
Two high frequency signals were added to the base signal. These conceptually represent red minus green and red minus blue. When the signal was rendered on a legacy monochromatic screen, objects are shown with expected brightness. When the signal was rendered on a color screen, the additional data can be decoded into three primary colors: red, green and blue. Furthermore, the signal may be encoded in proportion to light sensitivity. Human vision is typically sensitive to broad spectrum brightness and three spectral peaks. The base signal plus modulated color provide good representation in both modes.
So, we have two schemes which minimize analog distortion and maximize perceptual detail. A full frame of video is broadcast at 25Hz or 30Hz. A field is broadcast at 50Hz or 60Hz. One line is broadcast at approximately 15.6kHz. Color may be modulated at approximately 3.58MHz for NTSC and 4.43MHz for PAL. The effective bandwidth of the signal was 6Mb/s. All of this may be recorded to tape, sent between devices as composite video or broadcast over UHF.
Digital video follows many of these principles. Most significantly, digital video is typically encoded as a brightness and two components of color. Although the details vary, this can be regarded as a three dimensional matrix rotation. For eight bit per channel video, rotation creates horrible rounding errors but the output is significantly more compressible. An object of a particular color may have minor variation in brightness and color. However, across one object or between objects, brightness varies more than color. It is for this reason that human vision is typically more sensitive to brightness.
A practical, binary approximation of light sensitivity is a Bayer filter in which green pixels occur twice as frequently as red or blue pixels. Differing arrangements of cells used by different camera manufacturers contribution to a proliferation of high-end "raw" still image formats. It can lead to a infuriating lack of detail about camera resolution. Technically, single CCD cameras don't have any pixels because they are all interpolated from the nearest cells in a Bayer filter. Regardless, use of a Bayer filter accounts for the switch from analog blue screen compositing to digital green screen compositing.
With or without interpolation, color is typically stored at half or quarter resolution. So, a 2×2 grid of pixels may be encoded as 4:4:4 data, 4:2:2 data, 4:1:1 data or other encoding. Typical arrangements include one average value for each of the two color channels or vertical subsampling for one color channel and horizontal subsampling for the other color channel. (Yes, this creates a smudged appearance but it only affects fine detail.)
Channels may be compressed into one, two or three buffers. One buffer minimizes memory and compression symbol tables. Two buffers allow brightness and color to be compressed separately. Three buffers allow maximum compression but requires maximum resources.
There are at least eight colorspace conversion techniques in common use. The simplest technique in used in CinePak video compression. This only requires addition, subtraction and single position bit shifts (×2, ÷2) to convert three channels into RGB data. This crude approximation of YUV to RGB conversion minimizes processor load and maximizes throughput. This allowed it to become widespread before other techniques became viable. Regardless, the encoding and decoding process is representative of other color-spaces.
For CinePak color-space decode, variables y, u, v are converted to r, g, b with the following code:-
r=y+v*2;
g=y-u/2-v;
b=y+u*2;
This is effectively a matrix transform and the encode process uses the inverse of the matrix. This is significantly more processor intensive and requires constants which are all integer multiples of 1/14. Specifically:-
y=(r*4+g*8+b*2)/14;
u=(r*-2+g*-4+b*6)/14;
v=(r*5+g*-4+b*-1)/14;
Other color-spaces use more complicated sets of constants and may be optimized for recording video in studio conditions, outside broadcast or perceptual bias. In the case of JPEG or MJPEG, color-space may be implicit. So, although it is possible to encode and decode pictures and video as RGB, arbitrary software will decode it as if it was YIV color-space.
Images and video may be encoded in other color-spaces. One option may be palette data. In this case, arbitrary colors may be decoded from one channel via one level of indirection. Typically, a table of RGB colors is provided and a decoded value represents one color in the table. One or more palette values may have special attributes. For example, GIF allows one palette entry to represent full transparency. PNG eschews palettes and allows arbitrary RGBA encoding. (Furthermore, GIF and PNG each have an advanced interlace option.)
No concessions are made for the relatively common case of red-green color-blindness. In this case, DNA in a human X chromosome has instructions to make rhodopsin with a yellow spectral peak instead of a green spectral peak. With the widespread use of Bayer filters, digital compression and LCD or LED display, it is possible to provide an end-to-end system which accommodates the most widespread variants of color response. At the very least, it should be considered a common courtesy to provide color-space matrix transforms to approximate the broader spectral response when using legacy RGB hardware. Even when a transform is implemented in hardware, two or more options should be given.
It may also be worthwhile to encode actinic (also known as thule). This is near ultra-violet which is perceived as purple white by people without ultra-violet filtering eye lens. This may occur due to developmental issue, injury or surgery. Early artificial lenses lacked UV filtering and therefore cateract patients commonly gained the ability to see near UV.
Alternatively, it may be worthwhile to define a number of arbitrary spectral peaks and optionally allow them to be grouped into two, three or four corollated channels.
One desirable task for a video codec is screen or window remoting. For best effect, this requires channels outside RGBA or equivalent. Other channels may include a blur map and a horizontal and vertical displacement map. The QNX Photon GUI allows this functionality. However, it is implemented as an event driven model where re-draw requests to an application may be re-emitted to windows further down the window stack. The returned bitmap may be arbitrarily processed before it is passed back up the stack. When the response to a re-draw request reaches the top of the stack, it is rendered to a display buffer which may or may not be virtualized. While this architecture allows arbitrary transparency effects, it also allows any malicious application to snapshot, OCR or otherwise leak data which is displayed by other applications.
There is a further limitation with the compositing event model. A window may only be in one place. It cannot be remoted to multiple devices or shared with multiple users. However, if each display performs compositing, a window may appear correctly on all of them.
In summary, a video codec should provide:-
Mobile phone users in Turkey got surprise voice message by Turkish President Erdogan when placing a call through Turkcell or Vodafone around midnight on the anniversary of the 15 July 2016 coup attempt.
After dialing a number, the dial tone were replaced with a voice message from Erdogan congratulating them on the national holiday of “democracy and unity” and only after Erdogan’s message did the dial tone begin.
If people had any doubt that mobile communications are unsafe. Then they got a in your face status message this midnight. Maybe people will reconsider end-to-end crypto VoIP now.
CHP MP Barış Yarkadaş wrote that it's a "extortion of freedom of communication". And MP Aykut Erdoğdu said "What is this on top of all insults? It’s such a nightmare!".
Maybe they got inspired by USA Belkin http MITM attack in 2003 ..?
(At other times Erdogan tells his son to hide the millions of Euros (2014) and that Turks should reproduce with at least five children, especially if they live in Europe.)
(This is the 23rd of many promised articles which explain an idea in isolation. It is hoped that ideas may be adapted, linked together and implemented.)
There comes a point during network protocol development when someone decides to aggregate requests and/or acknowledgements. Don't do this. For acknowledgements, it will screw statistical independence of round-trips. It may also set implicit assumptions about the maximum rate of packet loss in which a protocol may work.
In the case of requests, aggregation may be a huge security risk. When I first encountered this problem, I didn't know what I was facing but, instinctively, it made me very uneasy. The problem was deferred but not resolved. A decision was made to implement a UDP server such that a one packet request led to zero or one packets in response. (This ignores IPv4 fragmentation and/or intended statistical dependence of multiple responses.)
In the simplest form, every request generates exactly one response. This greatly simplifies protocol analysis. It is only complicated by real-world situations, such as packet loss (before or after reaching a server) and crap-floods (accidental or intentional). Some of this can be handled with a hierarchy of Bloom filters but that's a moderate trade of time versus state.
On the server, there was great concern for security. In particular, logging was extensive to the point that a particular code-path may set a bit within a response code which was logged but not sent to a client. Indeed, logging was extensive to the point that there was a collection of log utilities around the server; performing basic tasks, such as teeing the primary text log and bulk inserting it into an indexed, relational OLAP database. (A task that systemd has yet to achieve with any competence or integrity.) The importance of doing this correctly allowed text logs to be compressed and archived while simultaneously allowing real-time search while simultaneously allowing a lack of bulk inserts to raise a warning over SMS.
However, the asymmetry between the size of request packets and response packets created pressure to aggregate requests. This was particularly pressing on a kernel, such as MacOSX 10.6, which limited UDP buffers to a total of 3.8MB.
The Heartbleed attack left me extremely mixed. I was concerned that my ISPs would be hacked. I was relieved that it didn't increase my workload. It also resolved my unease. That was not immediately apparent. However, SSL negotiation begins with an escape sequence out of HTTP. From there, a number of round-trips allow common ciphers to be established and keys to be exchanged. Unfortunately, none of this process is logged. This was a deliberate design decision to maintain a legacy log format and implement ciphers with a loosely inter-operable third-party library which has no access to the server's log infrastructure.
This immediately brought to mind an old EngEdu Aspect Orientation presentation. Apparently, logging is a classic use case for aspect orientated programming. (People get stuck on efficient implementation of aspects but I believe techniques akin to vtable compression can be applied to aspects, such as Bloom filters. A more pressing problem is register allocation for return stack, exception stack and other state. Perhaps pushing the state of a Bloom filter of dynamic vtable addresses on a return stack can double as a guard value?)
Anyhow, the current HTTPS implementations completely fail to follow good practice. In particular, if each round-trip of negotiation was logged, it would be possible to find clients doing strange things and failing to connect. And with appropriate field formats, truncated strings would not be accepted. Ignoring all of this, an HTTPS log entry is a summary of a transaction whereas we want each stage. How would this apply to aggregated UDP requests?
An inline sequence of requests invite problems because the retrospective concatenation of requests may not be isolated in all cases. Having a request type which is a set of requests is no better. Firstly, it is not possible to prevent third-parties from ever implementing such a request type. Secondly, it is not possible to prevent third-parties from ever accepting nested request sets. Perhaps it would be better to make the core protocol handle a set of requests? Erm, why are we adding this bloat to every request when it does not preclude the previous cases?
And there's the core problem. It is absolutely not possible to prevent protocol extensions which are obviously flawed to anyone who understands software architecture. Nor is it possible to prevent more subtle cases.