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DOC: Example applications in documentation
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52
docs/appdev/examples/01_hello_cli.md
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52
docs/appdev/examples/01_hello_cli.md
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<div align="center">
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<h1>Example 01: Hello CLI</h1>
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<p><em>The absolute basics. Writing a terminal program.</em></p>
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</div>
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---
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This example demonstrates the bare minimum structure of a BoredOS application that outputs text to the standard output (usually the Terminal executing the binary).
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## 📝 Concepts Introduced
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* Including `stdlib.h` for basic IO.
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* The `main()` entry point.
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* Using `printf()` for formatted output.
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---
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## 💻 The Code (`src/userland/cli/hello_world.c`)
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```c
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#include <stdlib.h>
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int main(int argc, char **argv) {
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// Standard library initialization is handled automatically by crt0.asm
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// Print a simple string to the terminal
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printf("Hello, World from BoredOS Userland!\n");
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// Print some formatted data
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int favorite_number = 67;
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printf("Did you know my favorite number is %d?\n", favorite_number);
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// Returning from main automatically terminates the process cleanly
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return 0;
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}
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```
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## 🛠️ How it Works
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1. **`#include <stdlib.h>`**: We include the SDK's standard library header which gives us access to `printf`.
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2. **`int main(...)`**: Every process begins execution here (managed transparently by `crt0.asm`).
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3. **`printf(...)`**: The SDK routes this call internally directly to the `SYS_WRITE` system call, making it available on the terminal.
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4. **`return 0`**: A successful exit code.
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## 🚀 Running It
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If you build the project, you can open the Terminal and type:
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```sh
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/ # hello_world
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Hello, World from BoredOS Userland!
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Did you know my favorite number is 67?
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/ #
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```
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71
docs/appdev/examples/02_basic_window.md
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docs/appdev/examples/02_basic_window.md
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<div align="center">
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<h1>Example 02: Basic Window</h1>
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<p><em>An introduction to libui and creating graphical apps.</em></p>
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</div>
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---
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This example demonstrates how to create an empty window that stays active on the screen until the user explicitly closes it by clicking the 'X' button.
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## 📝 Concepts Introduced
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* Including `libui.h` and the event structure.
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* Creating a `ui_window_t` handle.
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* Creating an infinite event loop using `ui_get_event()`.
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* Yielding CPU time to the kernel via `sys_yield()`.
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---
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## 💻 The Code (`src/userland/gui/basic_window.c`)
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```c
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#include <stdlib.h>
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#include <libui.h>
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#include <syscall.h>
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int main(void) {
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// 1. Ask the Window Manager to create a new window
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// Arguments are: Title, X Position, Y Position, Width, Height
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ui_window_t wid = ui_window_create("My First GUI", 100, 100, 400, 300);
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if (wid < 0) {
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printf("Failed to create the window!\n");
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return 1;
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}
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// 2. Define our event object
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gui_event_t event;
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// 3. Enter the main event loop
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while (1) {
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// ui_get_event is non-blocking. It returns true if an event was waiting.
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if (ui_get_event(wid, &event)) {
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// Check what type of event occurred
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if (event.type == GUI_EVENT_CLOSE) {
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// The user clicked the 'X' button in the titlebar!
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printf("Window closed cleanly by user.\n");
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break; // Break the infinite loop
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}
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}
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// 4. CRITICAL: Yield the remainder of our timeslice
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// If we don't do this, the while(1) loop will consume 100% of the CPU
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// and starve the rest of the OS!
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sys_yield();
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}
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// Returning from main will automatically destroy the window and exit the process.
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return 0;
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}
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```
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## 🛠️ How it Works
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1. **Window Handle (`wid`)**: `ui_window_create` sends a request to the kernel. The kernel allocates the memory for the window and returns a numerical ID (the handle) that we use for all future interactions with that specific window.
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2. **The Event Loop**: Graphical programs run forever until closed. The `while (1)` loop serves this purpose.
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3. **Polling**: `ui_get_event` asks the kernel, "Hey, did the user click my window or press a key since the last time I asked?". It is non-blocking, so it immediately returns `false` if nothing happened.
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4. **CPU Yielding**: Since we are constantly polling in a tight loop, we call `sys_yield()` at the end of the loop frame. This politely tells the OS scheduler, "I'm done checking for events, go ahead and let another program run for a bit."
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## 🚀 Running It
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Launch the Terminal and type `basic_window`. You'll see an empty window appear that you can move around the screen!
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92
docs/appdev/examples/03_bouncing_ball.md
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docs/appdev/examples/03_bouncing_ball.md
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<div align="center">
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<h1>Example 03: Bouncing Ball</h1>
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<p><em>Animating graphics and managing application state.</em></p>
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</div>
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---
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This example builds upon the `02_basic_window` guide. It demonstrates how to constantly update the screen to simulate a bouncing square moving freely inside the window bounds.
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## 📝 Concepts Introduced
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* Maintaining application state across frames (Velocity/Position).
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* Drawing primitives (`ui_fill_rect`, `ui_draw_string`).
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* The importance of clearing the screen on a new frame.
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* Explicitly forcing standard visual updates via `ui_mark_dirty()`.
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---
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## 💻 The Code (`src/userland/gui/bounce.c`)
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```c
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#include <stdlib.h>
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#include <libui.h>
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#include <syscall.h>
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// Window Dimensions
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#define W_WIDTH 400
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#define W_HEIGHT 300
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// Square Dimensions
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#define SQ_SIZE 30
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int main(void) {
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ui_window_t wid = ui_window_create("Bouncing Box Animation", 50, 50, W_WIDTH, W_HEIGHT);
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if (wid < 0) return 1;
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// Define object state variables
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int pos_x = 50;
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int pos_y = 50;
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int vel_x = 2; // Move 2 pixels per frame horizontally
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int vel_y = 2; // Move 2 pixels per frame vertically
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gui_event_t event;
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while (1) {
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// 1. Process Events
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while (ui_get_event(wid, &event)) {
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if (event.type == GUI_EVENT_CLOSE) {
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return 0; // Exit cleanly
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}
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}
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// 2. Physics & Logic Update
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pos_x += vel_x;
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pos_y += vel_y;
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// Collision logic (Bounce off edges)
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// The window has a 20px title bar, so the usable client height is W_HEIGHT - 20.
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if (pos_x <= 0 || pos_x + SQ_SIZE >= W_WIDTH) {
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vel_x = -vel_x; // Reverse horizontal direction
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}
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if (pos_y <= 0 || pos_y + SQ_SIZE >= W_HEIGHT - 20) {
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vel_y = -vel_y; // Reverse vertical direction
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}
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// 3. Rendering Update
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// Step A: Clear the entire background to Black (0xFF000000)
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ui_draw_rect(wid, 0, 0, W_WIDTH, W_HEIGHT, 0xFF000000);
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// Step B: Draw our shape in Red (0xFFFF0000) at the new position
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ui_draw_rect(wid, pos_x, pos_y, SQ_SIZE, SQ_SIZE, 0xFFFF0000);
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// Step C: Draw some UI text over the animation in White
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ui_draw_string(wid, 10, 10, "BoredOS Animation Demo!", 0xFFFFFFFF);
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// Step D: Instruct the compositor to flush our drawing buffer to the physical screen
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ui_mark_dirty(wid, 0, 0, W_WIDTH, W_HEIGHT);
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// 4. Yield and throttle
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sys_yield();
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}
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return 0;
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}
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```
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## 🛠️ How it Works
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1. **State Management**: We store `pos_x`, `pos_y`, `vel_x`, and `vel_y`. These variables represent the "physics" of our system. Notice that they update *outside* the event-checking logic so that the animation runs even if the user isn't clicking the mouse.
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2. **Screen Clearing**: We *must* fill the screen with black (`ui_draw_rect(wid, 0, 0, W_WIDTH, W_HEIGHT, ...)`). If we don't clear the screen, the red square will leave a permanent trailing smear everywhere it goes!
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3. **The Double Buffer**: `ui_draw_rect` and `ui_draw_string` do not immediately appear on your monitor. They just color a hidden buffer within the kernel.
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4. **`ui_mark_dirty`**: This is the crucial command that tells the kernel Window Manager, "I'm done drawing my frame. Can you quickly copy my hidden buffer over to the real screen now?"
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> [!WARNING]
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> Because `sys_yield()`'s pause duration depends heavily on CPU load and how many other processes are running (or QEMU emulation speed), tying physics/movement strictly to loops can make the game run faster on faster computers. Advanced developers will want to calculate delta time (time elapsed since the last frame) for smooth motion.
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92
docs/appdev/examples/04_tcp_client.md
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docs/appdev/examples/04_tcp_client.md
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<div align="center">
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<h1>Example 04: TCP HTTP Client</h1>
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<p><em>Utilizing lwIP to establish an outbound TCP connection.</em></p>
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</div>
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---
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This advanced example demonstrates the steps required to use the raw network system calls to establish a connection with an external HTTP server and dump the response over the terminal.
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## 📝 Concepts Introduced
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* Verifying the network state (`sys_network_is_initialized`, `sys_network_has_ip`).
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* Performing DNS lookups manually via `sys_dns_lookup`.
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* Managing strict TCP flow logic (`sys_tcp_connect`, send, block for receive).
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* Using the terminal `SYS_WRITE` output for debugging.
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---
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## 💻 The Code (`src/userland/cli/http_get.c`)
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```c
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#include <stdlib.h>
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#include <string.h>
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#include <syscall.h>
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int main(void) {
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if (!sys_network_is_initialized() || !sys_network_has_ip()) {
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printf("Network is unreachable! Make sure you inited the network first!\n");
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return 1;
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}
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// 1. Resolve host name to IP
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const char *target_host = "boreddev.nl";
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net_ipv4_address_t server_ip;
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printf("Resolving %s...\n", target_host);
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if (sys_dns_lookup(target_host, &server_ip) < 0) {
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printf("DNS Lookup failed.\n");
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return 1;
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}
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printf("Resolved to: %d.%d.%d.%d\n", server_ip.bytes[0], server_ip.bytes[1],
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server_ip.bytes[2], server_ip.bytes[3]);
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// 2. Establish a TCP connection on port 80 (HTTP)
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printf("Connecting...\n");
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if (sys_tcp_connect(&server_ip, 80) < 0) {
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printf("Connection failed.\n");
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return 1;
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}
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printf("Connected! Sending GET request...\n");
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// 3. Format and send the raw HTTP Request
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char request[256];
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strcpy(request, "GET / HTTP/1.1\r\nHost: ");
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strcat(request, target_host);
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strcat(request, "\r\nConnection: close\r\n\r\n");
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if (sys_tcp_send(request, strlen(request)) < 0) {
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printf("Failed to send data.\n");
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sys_tcp_close();
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return 1;
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}
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// 4. Block and wait for response data
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char recv_buf[512];
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int bytes_received;
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printf("\n--- RESPONSE ---\n");
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while ((bytes_received = sys_tcp_recv(recv_buf, sizeof(recv_buf) - 1)) > 0) {
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recv_buf[bytes_received] = '\0'; // Null-terminate the chunk
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printf("%s", recv_buf); // Print the chunk to stdout
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}
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// 5. Cleanup
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printf("\n--- END RESPONSE ---\n");
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sys_tcp_close();
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printf("Connection closed.\n");
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return 0;
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}
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```
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## 🛠️ How it Works
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1. **Network Setup**: First, we must ensure the host machine or QEMU environment gave BoredOS a valid IP address via DHCP. The `sys_network_has_ip()` check prevents our app from hanging trying to route data to nowhere.
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2. **DNS (`sys_dns_lookup`)**: Since we want to connect to a domain name, not a raw IP, we query the DNS server configured by the OS (which it received via DHCP).
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3. **Connection (`sys_tcp_connect`)**: We block the application thread while the OS performs the 3-way TCP handshake over port 80.
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4. **Payload (`sys_tcp_send`)**: We format a compliant HTTP/1.1 payload representing a simple GET request for the root directory `/`.
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5. **Chunked Receiving (`sys_tcp_recv`)**: The server's response might be larger than our `recv_buf` (512 bytes). Therefore, we loop. `sys_tcp_recv` blocks execution until data arrives. If it returns `0`, the remote server cleanly closed the connection (which happens automatically because we specified `Connection: close` in our request payload!).
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## 🚀 Running It
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Make sure QEMU is running with networking enabled. Launch the terminal and type `http_get`. You will see the raw headers and HTML source of the target webpage scroll down the CLI interface!
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docs/appdev/examples/README.md
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docs/appdev/examples/README.md
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<div align="center">
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<h1>Example Applications</h1>
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<p><em>From basic output to complex Graphical and Network applications.</em></p>
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</div>
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---
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Welcome to the examples directory! These guides are designed to help you understand how to write C applications for the BoredOS userland, utilizing the custom `libc` SDK.
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The examples are listed in order of increasing complexity. Click on a tutorial to view the complete source code and an explanation of the concepts it introduces.
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## 🟢 Beginner
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* **[`01_hello_cli.md`](01_hello_cli.md)**: The absolute basics. Learn how to write a simple Terminal program that outputs text and processes standard system calls.
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* **[`02_basic_window.md`](02_basic_window.md)**: An introduction to `libui.h`. Learn how to create an empty window, set up a basic event loop, and handle the "Close" button cleanly.
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## 🟡 Intermediate
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* **[`03_bouncing_ball.md`](03_bouncing_ball.md)**: Dive deeper into graphical rendering. This example introduces the `ui_mark_dirty` command, framerate independence via `sys_yield()`, and state management to animate a shape moving around the screen and bouncing off the window edges.
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## 🔴 Advanced
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* **[`04_tcp_client.md`](04_tcp_client.md)**: Using the lwIP networking stack. This example demonstrates how to perform a DNS lookup, connect to an external server over TCP (like an HTTP server), send a raw request, and print the response to the terminal.
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---
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> [!TIP]
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> If you want to test these out, simply create a new `.c` file in `src/userland/cli/` (for terminal apps) or `src/userland/gui/` (for windowed apps), paste the example code, then run `make clean && make run` from the project root!
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