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347 lines
16 KiB
347 lines
16 KiB
<html>
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<head>
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<title>Internal design of khtml</title>
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<style>
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dt { font-weight: bold; }
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</style>
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<body bgcolor=white>
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<h1>Internal design of khtml</h1>
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<p>
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This document tries to give a short overview about the internal design of the khtml
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library. I've written this, because the lib has gotten quite big, and it is hard at first to find your
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way in the source code. This doesn't mean that you'll understand khtml after reading this
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document, but it'll hopefully make it easier for you to read the source code.
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</p>
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<p>
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The library is build up out of several different parts. Basically, when you use the lib, you
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create an instance of a KHTMLPart, and feed data to it. That's more or less all you need to
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know if you want to use khtml for another application. If you want to start hacking khtml,
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here's a sketch of the objects that will get constructed, when eg. running testkhtml with
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a url argument.
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</p>
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<p>
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In the following I'll assume that you're familiar with all the buzzwords used in current web
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techology. In case you aren't here's a more or less complete list of references:
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</p>
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<blockquote>
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<p>
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<b>Document Object model (DOM):</b><br>
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<a href="http://www.w3.org/DOM/">DOM Level1 and 2</a><br>
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We support DOM Level2 except for the events model at the moment.
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</p>
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<p>
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<b>HTML:</b><br>
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<a href="http://www.w3.org/TR/html4/">HTML4 specs</a><br>
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<a href="http://www.w3.org/TR/xhtml1/">xhtml specs</a><br>
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We support almost all of HTML4 and xhtml.
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</p>
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<p>
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<b>Cascading style sheets (CSS):</b><br>
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<a href="http://www.w3.org/TR/REC-CSS2/">CSS2 specs</a><br>
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We support almost all of CSS1, and most parts of CSS2.
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</p>
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<p>
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<b>Javascript:</b><br>
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<a href="http://msdn.microsoft.com/workshop/author/dhtml/reference/objects.asp">Microsoft javascript bindings</a><br>
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<a href="http://docs.sun.com/source/816-6408-10/index.html">Netscape javascript reference</a><br>
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Netscapes javascript bindings are outdated. We shouldn't follow them. Let's focus on getting the bindings
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compatible to IE.
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<a href="http://mozilla.org/docs/dom/domref/">Mozilla JS/DOM reference</a>
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</p>
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</blockquote>
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<p>
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<a href="khtml_part.h">KHTMLPart</a> creates one instance of a
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<a href="khtmlview.h">KHTMLView</a> (derived from TQScrollView),
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the widget showing the whole thing. At the same time a DOM tree
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is built up from the HTML or XML found in the specified file.
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<p>
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Let me describe this with an example.
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<p>
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khtml makes use of the document object model (DOM) for storing the document
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in a tree like structure. Imagine some html like
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<pre>
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<html>
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<head>
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<style>
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h1: { color: red; }
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</style>
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</head>
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<body>
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<H1>
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some red text
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</h1>
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more text
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<p>
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a paragraph with an
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<img src="foo.png">
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embedded image.
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</p>
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</body>
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</html>
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</pre>
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In the following I'll show how this input will be processed step by step to generate the visible output
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you will finally see on your screen. I'm describing the things as if they happen one after the other,
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to make the principle more clear. In reality, to get visible output on the screen as soon as possible,
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all these things (from tokenization to the build up and layouting of the rendering tree) happen
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more or less in parallel.
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<h2>Tokenizer and parser</h2>
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<p>
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The first thing that happens when you start parsing a new document is that a
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DocumentImpl* (for XML documents) or an HTMLDocumentImpl* object will get
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created by the Part (in khtml_part.cpp::begin()). A Tokenizer*
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object is created as soon as DocumentImpl::open() is called by the part, also
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in begin() (can be either an XMLTokenizer or an HTMLTokenizer).
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<p>
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The XMLTokenizer uses the QXML classes in Qt to parse the document, and it's SAX interface
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to parse the stuff into khtmls DOM.
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<p>
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For HTML, the tokenizer is located in khtmltokenizer.cpp. The tokenizer uses the contents
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of a HTML-file as input and breaks this contents up in a linked list of
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tokens. The tokenizer recognizes HTML-entities and HTML-tags. Text between
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begin- and end-tags is handled distinctly for several tags. The distinctions
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are in the way how spaces, linefeeds, HTML-entities and other tags are
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handled.
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<p>
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The tokenizer is completely state-driven on a character by character basis.
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All text passed over to the tokenizer is directly tokenized. A complete
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HTML-file can be passed to the tokenizer as a whole, character by character
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(not very efficient) or in blocks of any (variable) size.
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<p>
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The HTMLTokenizer creates an HTMLParser which
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interprets the stream of tokens provided by the tokenizer
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and constructs the tree of Nodes representing the document according
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to the Document Object Model.
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<p>
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<h2>The DOM in khtml</h2>
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<p>
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Parsing the document given above gives the following DOM tree:
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<pre>
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HTMLDocumentElement
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|--> HTMLHeadElement
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| \--> HTMLStyleElement
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| \--> CSSStyleSheet
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\--> HTMLBodyElement
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|--> HTMLHeadingElement
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| \--> Text
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|--> Text
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\--> HTMLParagraphElement
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|--> Text
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|--> HTMLImageElement
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\--> Text
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</pre>
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<p>
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Actually, the classes mentioned above are the interfaces for accessing the
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DOM. The actual data is stored in *Impl classes, providing the implementation
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for all of the above mentioned elements. So internally we have a tree
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looking like:
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<pre>
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HTMLDocumentElementImpl*
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|--> HTMLHeadElementImpl*
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| \--> HTMLStyleElementImpl*
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| \--> CSSStyleSheetImpl*
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\--> HTMLBodyElementImpl*
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|--> HTMLHeadingElementImpl*
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| \--> TextImpl*
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|--> TextImpl*
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\--> HTMLParagraphElementImpl*
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|--> TextImpl*
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|--> HTMLImageElementImpl*
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\--> TextImpl*
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</pre>
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<p>
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We use a refcounting scheme to assure that all the objects get deleted, in
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case the root element gets deleted (as long as there's no interface class
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holding a pointer to the Implementation).
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<p>
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The interface classes (the ones without the Impl) are defined in the <code>dom/</code>
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subdirectory, and are not used by khtml itself at all. The only place they are used are in the
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javascript bindings, which uses them to access the DOM tree. The big advantage of having this
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separation between interface classes and imlementation classes, is that we can have several
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interface objects pointing to the same implementation. This implements the requirement of
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explicit sharing of the DOM specs.
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<p>
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Another advantage is, that (as the implementation classes are not exported) it gives us a lot
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more freedom to make changes in the implementation without breaking binary compatibility.
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<p>
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You will find almost a one to one correspondence between the interface classes and the implementation
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classes. In the implementation classes we have added a few more intermediate classes, that can
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not be seen from the outside for various reasons (make implementation of shared features easier
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or to reduce memory consumption).
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<p>
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In C++, you can access the whole DOM tree from outside KHTML by using the interface classes.
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For a description see the <a href="http://developer.kde.org/documentation/library/kdeqt/kde3arch/khtml/index.html">introduction to khtml</a> on <a href="http://developer.kde.org/">developer.kde.org</a>.
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One thing that has been omitted in the discussion above is the style sheet defined inside the
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<code><style></code> element (as an example of a style sheet) and the image element
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(as an example of an external resource that needs to be loaded). This will be done in the following
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two sections.
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<h2>CSS</h2> The contents of the <code><style></code> element (in this
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case the <code>h1 { color: red; }</code> rule) will get passed to the
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<a href="html/html_headimpl.h">HTMLStyleElementImpl object</a>. This object creates an
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<a href="css/cssstylesheetimpl.h">CSSStyleSheetImpl object</a> and passes the
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data to it. The <a href="css/cssparser.h">CSS parser</a> will take
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the data, and parse it into a DOM structure for CSS (similar to the one for
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HTML, see also the DOM level 2 specs). This will be later on used to define the
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look of the HTML elements in the DOM tree.
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<p>
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Actually "later on" is relative, as we will see later, that this happens partly in parallel to
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the build up of the DOM tree.
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<h2>Loading external objects</h2>
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<p>
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Some HTML elements (as <code><img>, <link>, <object>, etc.</code>) contain
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references to external objects, that have to be loaded. This is done by the
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Loader and related classes (misc/loader.*). Objects that might need to load external objects
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inherit from <a href="misc/loader_client.h">CachedObjectClient</a>, and can ask
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the <a href="misc/loader.h">loader</a> (that also acts as a memory cache) to
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download the object they need for them from the web.
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<p>
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Once the <a href="misc/loader.h">loader</a> has the requested object ready, it will notify the
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<a href="misc/loader_client.h">CachedObjectClient</a> of this, and the client can
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then process the received data.
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<h2>Making it visible</h2>
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Now once we have the DOM tree, and the associated style sheets and external objects, how
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do we get the stuff actually displayed on the screen?
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<p>
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For this we have a rendering engine, that is completely based on CSS. The first
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thing that is done is to collect all style sheets that apply to the document
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and create a nice list of style rules that need to be applied to the
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elements. This is done in the <a href="css/cssstyleselector.h">CSSStyleSelector</a> class.
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It takes the <a href="css/html4.css">default HTML style sheet</a> (defined in css/html4.css),
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an optional user defined style sheet, and all style sheets from the document,
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and combines them to a nice list of parsed style rules (optimised for fast
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lookup). The exact rules of how these style sheets should get applied to HTML
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or XML documents can be found in the CSS2 specs.
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<p>
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Once we have this list, we can get a <a
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href="rendering/render_style.h">RenderStyle object</a>
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for every DOM element from the <a
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href="css/cssstyleselector.h">CSSStyleSelector</a> by calling
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"styleForElement(DOM::ElementImpl *)".
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The style object describes in a compact form all the
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<a href="css/css_properties.in">CSS properties</a>
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that should get applied to the Node.
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<p>
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After that, a rendering tree gets built up. Using the style object, the
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<a href="xml/dom_nodeimpl.h">DOM Node</a> creates an appropriate render object
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(all these are defined in the rendering subdirectory) and adds it to the
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rendering tree. This will give another tree like structure, that resembles in
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it's general structure the DOM tree, but might have some significant
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differences too. First of all, so called
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<a href="http://www.w3.org/TR/REC-CSS2/visuren.html#anonymous-block-level">anonymous boxes</a> - (see
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<a href="http://www.w3.org/TR/REC-CSS2/">CSS specs</a>) that
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have no DOM counterpart might get inserted into the rendering tree to satisfy
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DOM requirements. Second, the display property of the style affects which type
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of rendering object is chosen to represent the current DOM object.
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<p>
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In the above example we would get the following rendering tree:
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<pre>
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RenderRoot*
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\--> RenderBody*
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|--> RenderFlow* (<H1>)
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| \--> RenderText* ("some red text")
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|--> RenderFlow* (anonymous box)
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| \--> RenderText* ("more text")
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\--> RenderFlow* (<P>)
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|--> RenderText* ("a paragraph with an")
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|--> RenderImage*
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\--> RenderText* ("embedded image.")
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</pre>
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<p>
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A call to of <a href="rendering/render_root.cpp">layout()</a> on the
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<a href="rendering/render_root.h">RenderRoot </a> (the root of the rendering tree)
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object causes the rendering tree to layout itself into the available space
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(width) given by the the KHTMLView. After that, the drawContents() method of
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KHTMLView can call RenderRoot->print() with appropriate parameters to actually
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paint the document. This is not 100% correct, when parsing incrementally, but
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is exactly what happens when you resize the document.
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As you can see, the conversion to the rendering tree removed the head part of
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the HTML code, and inserted an anonymous render object around the string "more
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text". For an explanation why this is done, see the CSS specs.
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<p>
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<h2>Directory structure</h2>
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A short explanation of the subdirectories in khtml.
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<dl>
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<dt><a href="css/">css:</a>
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<dd>Contains all the stuff relevant to the CSS part of DOM Level2 (implementation classes only),
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the <a href="css/cssparser.h">CSS parser</a>, and the stuff to create
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RenderStyle object out of Nodes and the CSS style sheets.
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<dt><a href="dom/">dom: </a>
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<dd>Contains the external DOM API (the DOM interface classes) for all of the DOM
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<dt><a href="ecma/">ecma:</a>
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<dd>The javascript bindings to the DOM and khtml.
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<dt><a href="html/">html:</a>
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<dd>The html subpart of the DOM (implementation only), the HTML tokenizer and parser and a class
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that defines the DTD to use for HTML (used mainly in the parser).
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<dt><a href="java/">java:</a>
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<dd>Java related stuff.
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<dt><a href="misc/">misc:</a>
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<dd>Some misc stuff needed in khtml. Contains the image loader, some misc definitions and the
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decoder class that converts the incoming stream to unicode.
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<dt><a href="rendering">rendering:</a>
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<dd>Everything thats related to bringing a DOM tree with CSS declarations to the screen. Contains
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the definition of the objects used in the rendering tree, the layouting code, and the RenderStyle objects.
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<dt><a href="xml/">xml:</a>
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<dd>The XML part of the DOM implementation, the xml tokenizer.
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</dl>
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<h2>Exception handling</h2>
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To save on library size, C++-exceptions are only enabled in the dom/ subdirectory,
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since exceptions are mandated by the DOM API. In the rest of KHTML's code,
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we pass an error flag (usually called "exceptionCode"), and the class that
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is part of dom/* checks for this flag and throws the exception.
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<h2>Final words...</h2>
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<p>
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All the above is to give you a quick introduction into the way khtml brings an HTML/XML file to the screen.
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It is by no way complete or even 100% correct. I left out many problems, I will perhaps add either on request
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or when I find some time to do so. Let me name some of the missing things:
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<ul>
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<li>The decoder to convert the incoming stream to Unicode
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<li>interaction with konqueror/applications
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<li>javascript
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<li>dynamic reflow and how to use the DOM to manipulate khtmls visual output
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<li>mouse/event handling
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<li>real interactions when parsing incrementally
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<li>java
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</ul>
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Still I hope that this short introduction will make it easier for you to get a first hold of khtml and the way it works.
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<p>
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Now before I finish let me add a small <b>warning</b> and <b>advice</b> to all of you who plan hacking khtml themselves:
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<p>
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khtml is by now a quite big library and it takes some time to understand how it works. Don't let yourself get frustrated
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if you don't immediately understand how it works. On the other hand, it is by now one of the libraries that
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get used a lot, that probably has the biggest number of remaining bugs (even though it's sometimes hard to
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know if some behavior is really a bug).
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<blockquote>
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Some parts of it's code are however <b>extremely touchy</b> (especially the layouting algorithms),
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and making changes there (that might fix a bug on one web page) might introduce severe bugs.
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All the people developing khtml have already spend huge amounts of time searching for such bugs,
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that only showed up on some web pages, and thus were found only a week after the change that
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introduced the bug was made. This can be very frustrating for us, and we'd appreciate if people
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that are not completely familiar with khtml post changes touching these critical regions to kfm-devel
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for review before applying them.
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</blockquote>
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<div style="margin-top: 2em; font-size: large;">
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And now have fun hacking khtml.
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<div style="margin-left: 10em; margin-bottom: 1em;">Lars</div>
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</div>
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</body>
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</html>
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