1. Firefox, YouTube and WebM

    Five important items of note today relating to Mozilla’s support for the VP8 codec:

    1. Google will be releasing VP8 under an open source and royalty-free basis. VP8 is a high-quality video codec that Google acquired when they purchased the company On2. The VP8 codec represents a vast improvement in quality-per-bit over Theora and is comparable in quality to H.264.

    2. The VP8 codec will be combined with the Vorbis audio codec and a subset of the Matroska container format to build a new standard for Open Video on the web called WebM. You can find out more about the project at its new site: http://www.webmproject.org/.

    3. We will include support for WebM in Firefox. You can get super-early WebM builds of Firefox 4 pre-alpha today. WebM will also be included in Google Chrome and Opera.

    4. Every video on YouTube will be transcoded into WebM. They have about 1.2 million videos available today and will be working through their back catalog over time. But they have committed to supporting everything.

    5. This is something that is supported by many partners, not just Google and others. Content providers like Brightcove have signed up to support WebM as part of a full HTML5 video solution. Hardware companies, encoding providers and other parts of the video stack are all part of the list of companies backing WebM. Even Adobe will be supporting WebM in Flash. Firefox, with its market share and principled leadership and YouTube, with its video reach are the most important partners in this solution, but we are only a small part of the larger ecosystem of video.

    We’re extremely excited to see Google joining us to support Open Video. They are making technology available on terms consistent with the Open Web and the W3C Royalty-Free licensing terms. And – most importantly – they are committing to support a full open video stack on the world’s largest video site. This changes the landscape for video and moves the baseline for what other sites have to do to maintain parity and keep up with upcoming advances in video technology, not to mention compatibility with the set of browsers that are growing their userbase and advancing technology on the web.

    At Mozilla, we’ve wanted video on the web to move as fast as the rest of the web. That has required a baseline of open technology to build on. Theora was a good start, but VP8 is better. Expect us to start pushing on video innovation with vigor. We’ll innovate like the web has, moving from the edges in, with dozens of small revolutions that add up to something larger than the sum of those parts. VP8 is one of those pieces, HTML5 is another. If you watch this weblog, you can start to see those other pieces starting to emerge as well. The web is creeping into more and more technologies, with Firefox leading the way. We intend to keep leading the web beyond HTML5 to the next place it needs to be.

    Today is a day of great change. Tomorrow will be another.

  2. Firefox 4: the HTML5 parser – inline SVG, speed and more

    This is a guest post from Henri Sivonen, who has been working on Firefox’s new HTML5 parser. The HTML parser is one of the most complicated and sensitive pieces of a browser. It controls how your HTML source is turned into web pages and as such changes to it are rare and need to be well-tested. While most of Gecko has been rebuilt since its initial inception in the late 90s, the parser was one of the stand-outs as being “original.” This replaces that code with a new parser that’s faster, compliant with the new HTML5 standard and enables a lot of new functionality as well.

    A project to replace Gecko’s old HTML parser, dating from 1998, has been ongoing for some time now. The parser was just turned on by default on the trunk, so you can now try it out by simply downloading a nightly build without having to flip any configuration switch.

    There are four main things that improve with the new HTML5 parser:

    • You can now use SVG and MathML inline in HTML5 pages, without XML namespaces.
    • Parsing is now done off Firefox’s main UI thread, improving overall browser responsiveness.
    • It’s improved the speed of innerHTML calls by about 20%.
    • With the landing of the new parser we’ve fixed dozens of long-standing parser related bugs.

    Try the demo with a Firefox Nightly or another HTML5-ready browser. It should look like this:

    What Is It?

    The HTML5 parser in Gecko turns a stream of bytes into a DOM tree according to the HTML5 parsing algorithm.

    HTML5 is the first specification that tells implementors, in detail, how parse HTML. Before HTML5, HTML specifications didn’t say how to turn a stream of bytes into a DOM tree. In theory, HTML before HTML5 was supposed to be defined in terms of SGML. This implied a certain relationship between the source of valid HTML documents and the DOM. However, parsing wasn’t well-defined for invalid documents (and Web content most often isn’t valid HTML4) and there are SGML constructs that were in theory part of HTML but that in reality popular browsers didn’t implement.

    The lack of a proper specification led to browser developers filling in the blanks on their own and reverse engineering the browser with the largest market share (first Mosaic, then Netscape, then IE) when in doubt about how to get compatible behavior. This led to a lot of unwritten common rules but also to different behavior across browsers.

    The HTML5 parsing algorithm standardizes well-defined behavior that browsers and other applications that consume HTML can converge on. By design, the HTML5 parsing algorithm is suitable for processing existing HTML content, so applications don’t need to continue maintaining their legacy parsers for legacy content. Concretely, in the trunk nightlies, the HTML5 parser is used for all text/html content.

    How Is It Different?

    The HTML5 parsing algorithm has two major parts: tokenization and tree building. Tokenization is the process of splitting the source stream into tags, text, comments and attributes inside tags. The tree building phase takes the tags and the interleaving text and comments and builds the DOM tree. The tokenization part of the HTML5 parsing algorithm is closer to what Internet Explorer does than what Gecko used to do. Internet Explorer has had the majority market share for a while, so sites have generally been tested not to break when subjected to IE’s tokenizer. The tree building part is close to what WebKit does already. Of the major browser engines WebKit had the most reasonable tree building solution prior to HTML5.

    Furthermore, the new HTML5 parser parses network streams off the main thread. Traditionally, browsers have performed most tasks on the main thread. Radical changes like off-the-main-thread parsing are made possible by the more maintainable code base of the HTML5 parser compared to Gecko’s old HTML parser.

    What’s In It for Web Developers?

    The changes mentioned above are mainly of interest to browser developers. A key feature of the HTML5 parser is that you don’t notice that anything has changed.

    However, there is one big new Web developer-facing feature, too: inline MathML and SVG. HTML5 parsing liberates MathML and SVG from XML and makes them available in the main file format of the Web.

    This means that you can include typographically sophisticated math in your HTML document without having to recast the entire document as XHTML or, more importantly, without having to retrofit the software that powers your site to output well-formed XHTML. For example, you can now include the solution for quadratic equations inline in HTML:

    <math>
      <mi>x</mi>
     
      <mo>=</mo>
      <mfrac>
        <mrow>
          <mo>&minus;</mo>
          <mi>b</mi>
          <mo>&PlusMinus;</mo>
          <msqrt>
            <msup>
     
              <mi>b</mi>
              <mn>2</mn>
            </msup>
            <mo>&minus;</mo>
            <mn>4</mn>
            <mo>&InvisibleTimes;</mo>
            <mi>a</mi>
     
            <mo>&InvisibleTimes;</mo>
            <mi>c</mi>
          </msqrt>
        </mrow>
        <mrow>
          <mn>2</mn>
          <mo>&InvisibleTimes;</mo>
          <mi>a</mi>
     
        </mrow>
      </mfrac>
    </math>

    Likewise, you can include scalable inline art as SVG without having to recast your HTML as XHTML. As screen sized and pixel densities become more varied, making graphics look crisp at all zoom levels becomes more important. Although it has previously been possible to use SVG graphics in HTML documents by reference (using the object element), putting SVG inline is more convenient in some cases. For example, an icon such as a warning sign can now be included inline instead of including it from an external file.

    <svg height=86 width=90 viewBox='5 9 90 86' style='float: right;'>
      <path stroke=#F53F0C stroke-width=10 fill=#F5C60C stroke-linejoin=round d='M 10,90 L 90,90 L 50,14 Z'/>
      <line stroke=black stroke-width=10 stroke-linecap=round x1=50 x2=50 y1=45 y2=75 />
    </svg>

    Make yourself a page that starts with <!DOCTYPE html> and put these two pieces of code in it and it should work with a new nightly.

    In general, if you have a piece of MathML or SVG as XML, you can just copy and paste the XML markup inline into HTML (omitting the XML declaration and the doctype if any). There are two caveats: The markup must not use namespace prefixes for elements (i.e. no svg:svg or math:math) and the namespace prefix for the XLink namespace has to be xlink.

    In the MathML and SVG snippits above you’ll see that the inline MathML and SVG pieces above are more HTML-like and less crufty than merely XML pasted inline. There are no namespace declarations and unnecessary quotes around attribute values have been omitted. The quote omission works, because the tags are tokenized by the HTML5 tokenizer—not by an XML tokenizer. The namespace declaration omission works, because the HTML5 tree builder doesn’t use attributes looking like namespace declarations to assign MathMLness or SVGness to elements. Instead, <svg> establishes a scope of elements that get assigned to the SVG namespace in the DOM and <math> establishes a scope of elements that get assigned to the MathML namespace in the DOM. You’ll also notice that the MathML example uses named character references that previously haven’t been supported in HTML.

    Here’s a quick summary of inline MathML and SVG parsing for Web authors:

    • <svg></svg> is assigned to the SVG namespace in the DOM.
    • <math></math> is assigned to the MathML namespace in the DOM.
    • foreignObject and annotation-xml (an various less important elements) establish a nested HTML scope, so you can nest SVG, MathML and HTML as you’d expect to be able to nest them.
    • The parser case-corrects markup so <SVG VIEWBOX=’0 0 10 10′> works in HTML source.
    • The DOM methods and CSS selectors behave case-sensitively, so you need to write your DOM calls and CSS selectors using the canonical case, which is camelCase for various parts of SVG such as viewBox.
    • The syntax <foo/> opens and immediately closes the foo element if it is a MathML or SVG element (i.e. not an HTML element).
    • Attributes are tokenized the same way they are tokenized in HTML, so you can omit quotes in the same situations where you can omit quotes in HTML (i.e. when the attribute value is not the empty string and does not contain whitespace, ", , `, <, =, or >).
    • Warning: the two above features do not combine well due to the reuse of legacy-compatible HTML tokenization. If you omit quotes on the last attribute value, you must have a space before the closing slash. <circle fill=green /> is OK but <circle fill=red/> is not.
    • Attributes starting with xmlns have absolutely no effect on what namespace elements or attributes end up in, so you don’t need to use attributes starting with xmlns.
    • Attributes in the XLink namespace must use the prefix xlink (e.g. xlink:href).
    • Element names must not have prefixes or colons in them.
    • The content of SVG script elements is tokenized like they are tokenized in XML—not like the content of HTML script elements is tokenized.
    • When an SVG or MathML element is open <![CDATA[]]> sections work the way they do in XML. You can use this to hide text content from older browsers that don’t support SVG or MathML in text/html.
    • The MathML named characters are available for use in named character references everywhere in the document (also in HTML content).
    • To deal with legacy pages where authors have pasted partial SVG fragments into HTML (who knows why) or used a <math> tag for non-MathML purposes, attempts to nest various common HTML elements as children of SVG elements (without foreignObject) will immediately break out of SVG or MathML context. This may make some typos have surprising effects.
  3. Beyond HTML5: experiments with interactive audio

    This is a re-post of an important post from David Humphrey who has been doing a lot of experiments on top of Mozilla’s extensible platform and doing experiments with multi-touch, sound, video, WebGL and all sorts of other goodies. It’s worth going through all of the demos below. You’ll find some stuff that will amaze and inspire you.

    David’s work is important because it’s showing where the web is going, and where Mozilla is helping to take it. It’s not enough that we’re working on HTML5, which we’re about finished with, but we’re trying to figure out what’s next. Mozilla’s platform, Gecko, is a huge part of why we’re able to experiment and learn as fast as we can. And that’s reflected with what’s possible here. It’s a web you can see, touch and interact with in new ways.

    David’s post follows:

    I’m working with an ever growing group of web, audio, and Mozilla developers on a project to expose audio spectrum data to JavaScript from Firefox’s audio and video elements. Today we show what we did at www2010.

    I’m in Raleigh, North Carolina, with Al MacDonald for the www2010 conference. We’re here to present our work on exposing audio data in the browser. Over the past month Corban, Charles, and a bunch of other friends have been working with us to refine the API and get new types of demos ready. We ended-up with 11 demos, some of which I’ve shown here before. Here are the others.

    The first was done by Jacob Seidelin, and shows many cool 2D visualizations of audio using our API. You can see the live version on his site, or check out this video:

    The second and third demos where done by Charles Cliffe, and show 3D visualizations using WebGL and his CubicVR engine. These also show off his JavaScript beat detection code. Is JavaScript fast enough to do real-time analysis of audio and synchronized 3D graphics? Yes, yes it is. The live versions are here and here, and here are some videos:

    The fourth demo was done by Corban Brook and shows how audio data can be mixed live using script. Here he mutes the main audio, plays it, passes the data through a low pass filter written in JavaScript, then dumps the modified frames into a second audio element to be played. It’s a technique we need to apply more widely, as it holds a lot of potential. Here’s the live version, and here’s a video (check out his updated JavaScript synthesizer, which we also presented):

    The fifth and sixth demos were done by Al (with the help of many). When I was last in Boston, for the Processing.js meetup at Bocoup, we met with Doug Schepers from the W3C. He loved our stuff, and was talking to us about ideas that would be cool to build. He pulled out his iPhone and showed us Brian Eno’s Bloom audio app. “It would be cool to do this in the browser.” Yeah, it is cool, and here it is, written in a few hundred lines of JavaScript and Processing.js (video 1, video 2):

    This demo also showcases the awesome work of Felipe Gomes, who has a patch to add multi-touch DOM events to Firefox. The method we’ve used here can be taken a lot further. Imagine being able to connect multiple browsers together for collaborative music creation, layering other audio underneath, mixing fragments vs. just oscillators, etc. We built this one in a week, and the web is capable of a lot more.

    One of the main points of our talk was to emphasize that what we’re talking about here isn’t just a concept, and it isn’t some far away future. This is real code, running in a real browser, and it’s all being done in HTML5 and JavaScript. The web is fast enough to do real-time audio processing now, powerful enough and expressive enough to create music. And the community of digital music and audio hackers, visualizers, etc. are hungry for it. So hungry that they are seeking us out, downloading our hacked builds and creating gorgeous web audio applications.

    We want to keep going, and we need help. We need help from those within Mozilla, the W3C, and other browsers to get this stuff into shipping browsers. We need the audio, digital music, accessibility, and web communities to come together in order to help us build js audio libraries and more sample applications. Yesterday Joe Hewitt was talking on twitter about how web browser vendors need to experiment more with non-standard APIs. I couldn’t agree more, and here’s a chance for people to put their money where their mouth is. Let’s make audio a scriptable part of the open web.

    I’m currently creating new builds of our updated patch for Firefox, and will post links to them here when I’m done. You can read more about the technical details of our work here, and get involved in the bug here. You can talk more with me on irc in the processing.js channel (I’m humph on moznet), or talk to me on twitter (@humphd) or by email. One way or another, get in touch so you can help us push this forward.

  4. WebSockets in Firefox

    Here’s the pitch for WebSockets: a low-complexity, low-latency, bi-directional communication system that has a pretty simple API for web developers. Let’s break that down, and then talk about if and when we’re going to include it in Firefox:

    Low-complexity

    The WebSocket protocol, which is started via an HTTP-like handshake, has a relatively simple model for sending text packets back and forth. The complexity of the protocol is quite low. There’s no multiplexing, no support for binary data, and once the data connection is set up, the actual transport is quite cheap.

    Note that there are people who feel – possibly correctly – that support for multiplexing and binary data should be added. That would obviously increase the complexity but in some cases might be worth the cost. But more on that later.

    Bi-directional Communication

    One of the key aspects of WebSocket is its support for simple bi-directional communication. Servers can easily send updates to clients and clients can send updates to servers. Many of the comet-style applications that people have built will be much simpler and faster with this model because the protocol and API support it directly.

    While allowing for bi-directional communication it also is bound by the HTTP same-origin model. That is, it’s doesn’t give the browser the ability to connect to any site on any port it wants to.

    So WebSocket is really TCP with the HTTP security model.

    Low-latency

    This is actually the primary value in WebSockets. The key thing is that the cost of sending a small amount of data is also very small. It’s possible to do bi-directional communication today with comet-style applications, but small amounts of data often require a huge amount of overhead to do so.

    A second-hand story to give you a sense of scale: Google Wave, which tries to do real-time communication with keystrokes has a several-kilobyte overhead for just about every keystroke because of the TCP startup, teardown and HTTP message headers involved with what should be only a few bytes sent over the wire.

    I haven’t tried, but I’m going to guess that if you built Quake on top of HTTP comet that the interactive experience would be poor. So this is where WebSockets really shine.

    Simple API

    The actual API that a developer sees for WebSocket is relatively simple. You can send messages, you can get messages, you get events when sockets open, close or there’s an error. Additional complexity, which I’m sure others will develop, will happen in JavaScript and backend libraries.

    (While this might seem like punting on the issue of complexity, this is actually the model for success we’ve seen for other browser standards: build something relatively simple that others can experiment with. When we understand what’s slow or what’s preventing progress, iterate and improve.)

    When will it be in Firefox?

    We really really want to support WebSockets in the next version of Firefox. And a lot of other people want us to include support too.

    The first set of test patches, written by the wonderful Wellington Fernando de Macedo (one of our most excellent contributors!) was first submitted in April of 2009. Since then we’ve been iterating both on the patches themselves and following the spec as it’s changed.

    Unfortunately, the spec itself is still under revision. WebSockets did ship in Chrome with version 4 and I’m told by Chrome developers that it’s going to be included in Chrome 5, without changes. Unfortunately, the version that Google included in Chrome doesn’t reflect the current draft. The handshake for how to start a WebSocket connection has changed, largely to improve security on servers. There’s also a lot of ongoing discussion on the role of integrated compression, direct support for binary data (instead of encoding binary data as strings), whether or not the protocol should support multiplexing and a number of other issues.

    Since WebSocket isn’t used widely yet, and that Chrome has an uptake rate that’s similar to Firefox, the hope is that once a more recent draft makes it through the process that both Chrome and Firefox can include a more recent version at around the same time.

    So in short: we want to ship it because the promise of WebSockets is great, but we’ll have to see if it’s stable and safe enough to do so. Code isn’t the issue – we’ve had that for a while. It’s whether or not there’s consensus on if the protocol is “done enough” to ship it to a few hundred million people.

  5. a series of updates on what’s coming in Firefox 4

    Over the next couple of weeks, people like Paul Rouget and I are going to post a series of updates on a bunch of technologies that are part of our next release. That release, likely called Firefox 4, was underway before the release of Firefox 3.6 and already includes a bunch of new features, bug fixes and performance enhancements. (As an aside, I personally suspect that in a lot of ways Firefox 4 is likely to be a revolutionary release for both users and web developers, but more on that in later posts.)

    Since we’re in the middle of the development cycle it’s important for web developers to know what’s coming and how they can test them. We’ll talk candidly about not only what’s coming, but why they are important. Very often in the current race to improve browsers context is lost on why something is or isn’t included, or why something is higher priority than something else. We’ll try and shine some context on a lot of these things as well as give good technical info about our roadmap to the next Firefox release.

    So stay tuned, it’s going to be a fun ride.

  6. Theora on N900

    This is a re-post from Matthew Gregan’s personal weblog on the work that he’s been doing to bring HTML5 open video to mobile devices. Google recently announced funding for some work to bring Theora to ARM devices via a CPU-driven code path. Mozilla has been funding similar work over the last year or so to do video decoding on DSPs found in mobile devices, leaving the CPU largely idle.

    We realize this post isn’t strictly web developer-facing, but it’s interesting enough for those who want to know how this stuff works under the covers.

    Theora on N900: Or, how to play full-screen Theora video on the N900 with 80% idle CPU.

    The C64x+ DSP is often found in systems built upon TI’s OMAP3 SoC, such as the Palm Pre, Motorola Droid, and Nokia N900. Last year, Mozilla funded a port, named Leonora, of Xiph’s Theora video codec to the TI C64x+ DSP. David Schleef conducted the port impressively quickly and published his results. The intention of this project was to provide a high quality set of royalty free media codecs for a common mobile computing platform. The initial focus is Firefox Mobile on the N900, so I am working on integrating David’s work into Firefox. To experiment with other facilities Firefox could use to accelerate video playback and test integration, I’ve been hacking on a branch of a stand-alone Ogg Theora and Vorbis player originally written by Chris Double called plogg.

    Decoding and playing video can be a CPU intensive process, especially when all of the steps are fighting for time on a single CPU. The expensive parts of the playback process can be broken down into a few coarse pieces, in approximate descending order of cost:

    1. Video frame decode
    2. Video colour-space conversion (Y’CbCr to RGB)
    3. Video frame display
    4. Audio block decode
    5. Audio block playback

    David’s DSP work enables item 1 to be off-loaded from the CPU completely, effectively providing “hardware accelerated” video decoding. Most devices have some way to off-load items 2 and 3 to the graphics hardware, but it can be difficult to make use of this while integrating with an existing graphics rendering pipeline.

    The N900 has a 800×480 pixel display, so my hope was to play a 800×480 video full-screen at 30 frames per second with low CPU use and good battery life.

    The ARM CPU in the N900 is quite fast. Doing a pure video-decode-only test, the original Theora library, which currently does not have ARM specific optimizations, is able to decode a 640×360 video at 76 frames per second, and it can even decode an 800×480 video at 32 frames per second. With the ARM optimized port by Robin Watts, those numbers become 110 FPS and 47 FPS. David’s DSP port produces 78 FPS and 39 FPS, and it leaves the CPU completely idle because the entire decode is off-loaded to the DSP. With these numbers, it’s clear that the N900 is up to the task of playing back video smoothly if we can get the bits on the screen fast enough.

    I am using plogg as a basis for experimentation using techniques applicable in the Firefox rendering engine. This requirement immediately excludes some techniques. For example, using hardware Y’CbCr overlays to display the video frames is excluded because it is not possible for Firefox to render arbitrary HTML content over the top of the overlay.

    Chris’s original version of plogg used SDL’s Y’CbCr overlay API, which uses a fast direct overlay path on most systems. This provided a baseline for playback performance. Decoding my 800×480 test video with the DSP, it was possible to play back at 33 FPS with around 20% CPU idle. Unlike the decode-only benchmarks mentioned above, the plogg benchmarks are playing both audio and video with correct A/V synchronisation. With 44.1kHz stereo audio, I observed that 10-15% of the device’s CPU is used by PulseAudio. This indicates that audio playback may constitute a significant amount of processor time with some configurations.

    Because there was already work underway to provide OpenGL accelerated compositing in Firefox with the newly conceived Layers API, it seemed logical to try using a GLSL fragment shader to off-load colour-space conversion to the GPU. This turned out to be too slow to play back a full-screen video.

    Looking at the list of vendor-specific OpenGL extensions available on the N900, I discovered the texture streaming API. This allows a program to directly map texture memory and copy Y’CbCr data into that memory without having to perform an expensive texture upload or colour-space conversion. The colour-space conversion is off-loaded to dedicated graphics hardware inaccessible via the standard OpenGL APIs. Using this and the modified bc-cat kernel module from the gst-bc-cat project, it’s possible to play back at 26 FPS with 81% CPU idle.

    One drawback of the current bc-cat kernel driver is that there is a very limited set of texture formats supported (NV12, UYVY, RGB565, and YUYV), and none of them are the same as what Theora produces. To work around this, a format conversion is required to convert planar Y’CbCr to packed 4:2:2 UYVY. Fortunately, this conversion is much simpler than a full colour-space conversion. Timothy Terriberry sent me a couple of patches to off-load this conversion work to the DSP. If it’s possible to extend the bc-cat driver to support texture formats compatible with Theora’s output, performance can be further improved.

    The test files used for benchmarking were: Big Buck Bunny (video: 640×360 @ 500 kbps 24 FPS, audio: 64 kbps 48kHz stereo, 9m 56s, 40MB) and the movie trailer for 9 (video: 800×480 @ 2 Mbps 23.98 FPS, audio: 44.1kHz stereo, 2m 30s, 30MB). Benchmarks were run with the CPU frequency fixed at 600MHz.

    In summary, it’s possible to play full-screen Ogg Theora videos on the N900 at full frame rates with low CPU use by off-loading video decoding to the DSP and colour-space conversion and painting to the GPU. There are opportunities for optimization left, tuning for battery life needs to be investigated, and the integration into Firefox still needs to be done.

    Video decode-only:

    Decoder FPS (800×480) Idle CPU
    libtheora 1.1 32 0.7%
    TheorARM 0.04 47 0.4%
    leonora (DSP) 39 99.0%

    Playback (video decode + paint, audio decode + not played). DSP decoding video:

    Method FPS (800×480) Idle CPU
    SDL/overlay 33 20.0%
    OpenGL/bc-cat 26 81.4%
  7. mozilla developer preview 4 ready for testing

    Note: this is a re-post of the entry in the Mozilla Project Development Weblog. There’s some juicy stuff in here for Web Developers that need testing. In particular, this is the first build with the CSS history changes.

    As part of our ongoing platform development work, we’re happy to announce the fourth pre-release of the Gecko 1.9.3 platform. Gecko 1.9.3 will form the core of Firefox and other Mozilla project releases.

    It’s available for download on Mac, Windows or Linux.

    Mozilla expects to release a Developer Preview every 2-3 weeks. If you’ve been running a previous release, you will be automatically updated to the latest version when it is released.

    This preview release contains a lot of interesting stuff that’s worth pointing out, and contains many things that were also in previous releases. Here are the things of note in this release:

    User Interface Changes

    • Open tabs that match searches in the Awesomebar now show up as “Switch to Tab.”
    • This is the first preview release to contain resizable text areas by default.

    Web Developer Changes

    • This is the first preview release to contain changes to CSS :visited that prevent a large class of history sniffing attacks. You can find more information about the details of why this change is important over on the hacks post on the topic and on the Mozilla Security Weblog. Note that this change is likely to break some web sites and requires early testing – please test if you can.
    • SVG Attributes which are mapped to CSS properties can now be animated with SMIL. See the bug or a demo.

    Plugins

    • Out of process plugins support for Windows and Linux continues to improve. This release contains many bug fixes vs. our previous developer preview releases. (In fact, it’s good enough that we’ve ported this code back to the 3.6 branch and have pushed that to beta for a later 3.6.x release.)
    • This is the first release that contains support for out of process plugins for the Mac. If you are running OSX 10.6 and you’re running the latest Flash beta, Flash should run out of process

    Performance

    • One area where people complained about performance was restart performance when applying an update. It turns out that a lot of what made that experience poor wasn’t startup time, it was browser shutdown time. We’ve made a fix since the last preview release that made a whopping 97% improvement in shutdown time. (That’s not a typo, it’s basically free now.)
    • Our work to reduce the amount of I/O on the main thread continues unabated. This preview release will feel much snappier than previous snapshots, and feel much faster than Firefox 3.6.
    • We continue to add hardware acceleration support. If you’re on Windows and you’ve got decent OpenGL 2 drivers, open video will use hardware to scale the video when you’re in full screen mode. For large HD videos this can make a huge difference in the smoothness of the experience and how much power + CPU are used. We’ll be adding OSX and Linux support at some point in the future as well, but we’re starting with Windows.
    • We continue to make improvements and bug fixes to our support for Direct2D. (Not enabled by default. If you want to turn it on see Bas’ post.) If you’re running Alpha 4 on Windows Vista or Windows 7, and you’ve turned on D2D, try running this stress test example in Alpha 4 vs. Firefox 3.6. The difference is pretty amazing. You can also see what this looks like compared to other browsers in this this video. (Thanks to Hans Schmucker for the video and demo.)

    Platform

    • JS-ctypes, our new easy-to-use system for extension authors who want to call into native code now has support for complex types: structures, pointers, and arrays. For more information on this, and how easy it can make calling into native code from JavaScript, see Dan Witte’s post.
    • Mozilla is now sporting an infallible allocator. What is this odd-sounding thing, you ask? It’s basically an allocator that when memory can’t be allocated it aborts instead of returning NULL. This reduces the surface area for an entire class of security bugs related to checking NULL pointers, and also allows us to vastly simplify a huge amount of Gecko’s source code.
  8. privacy-related changes coming to CSS :visited

    For more information about this, have a look at David Baron’s post, the bug and the post on the security blog.

    For many years the CSS :visited selector has been a vector for querying a user’s history. It’s not particularly dangerous by itself, but when it’s combined with getComputedStyle() in JavaScript it means that someone can walk through your history and figure out where you’ve been. And quickly – some tests show the ability to test 210,000 URLs per minute. At that rate, it’s possible to brute force a lot of your history or at least establish your identity through fingerprinting. Given that browsers often keep history for a long time it can reveal quite a bit about where you’ve been on the web.

    At Mozilla we’re serious about protecting people’s privacy, so we’re going to fix this problem for our users. To do so we’re making changes to how :visited works in Firefox. We’re not sure what release this will be part of yet and the fixes are still making their way through code review, but we wanted to give a heads up to people as soon as we understood how we wanted to approach fixing this.

    These changes will have some impact on web sites and developers, so you should be aware of them. At a high level here’s what’s changing:

    • getComputedStyle (and similar functions like querySelector) will lie. They will always return values as if a user has never visited a site.
    • You will still be able to visually style visited links, but you’re severely limited in what you can use. We’re limiting the CSS properties that can be used to style visited links to color, background-color, border-*-color, and outline-color and the color parts of the fill and stroke properties. For any other parts of the style for visited links, the style for unvisited links is used instead. In addition, for the list of properties you can change above, you won’t be able to set rgba() or hsla() colors or transparent on them.

    These are pretty obvious cases that are used widely. There are a couple of subtle changes to how selectors work as well:

    • If you use a sibling selector (combinator) like :visited + span then the span will be styled as if the link were unvisited.
    • If you’re using nested link elements (rare) and the element being matched is different than the link whose presence in history is being tested, then the element will be drawn as if the link were unvisited as well.

    These last two are somewhat confusing, and we’ll have examples of them up in a separate post.

    The impact on web developers here should be minimal, and that’s part of our intent. But there are a couple of areas that will likely require changes to sites:

    • If you’re using background images to style links and indicate if they are visited, that will no longer work.
    • We won’t support CSS Transitions that related to visitedness. There isn’t that much CSS Transition content on the web, so this is unlikely to affect very many people, but it’s still worth noting as another vector we won’t support.

    We’d like to hear more about how you’re using CSS :visited and what the impact will be on your site. If you see something that’s going to cause something to break, we’d like to at least get it documented. Please leave a comment here with more information so others can see it as well.

  9. a quick note on JavaScript engine components

    There have been a bunch of posts about the JägerMonkey (JM) post that we made the other day, some of which get things subtly wrong about the pieces of technology that are being used as part of Mozilla’s JM work. So here’s the super-quick overview of what we’re using, what the various parts do and where they came from:

    1. SpiderMonkey.This is Mozilla’s core JavaScript Interpreter. This engine takes raw JavaScript and turns it into an intermediate bytecode. That bytecode is then interpreted. SpiderMonkey was responsible for all JavaScript handling in Firefox 3 and earlier. We continue to make improvements to this engine, as it’s still the basis for a lot of work that we did in Firefox 3.5, 3.6 and later releases as well.

    2. Tracing. Tracing was added before Firefox 3.5 and was responsible for much of the big jump that we made in performance. (Although some of that was because we also improved the underlying SpiderMonkey engine as well.)

    This is what we do to trace:

    1. Monitor interpreted JavaScript code during execution looking for code paths that are used more than once.
    2. When we find a piece of code that’s used more than once, optimize that code.
    3. Take that optimized representation and assemble it to machine code and execute it.

    What we’ve found since Firefox 3.5 is that when we’re in full tracing mode, we’re really really fast. We’re slow when we have to “fall back” to SpiderMonkey and interpret + record.

    One difficult part of tracing is generating code that runs fast. This is done by a piece of code called Nanojit. Nanojit is a piece of code that was originally part of the Tamarin project. Mozilla isn’t using most of Tamarin for two reasons: 1. we’re not shipping ECMAScript 4 and 2. the interpreted part of Tamarin was much slower than SpiderMonkey. For Firefox 3.5 we took the best part – Nanojit – and bolted it to the back of SpiderMonkey instead.

    Nanojit does two things: it takes a high-level representation of JavaScript and does optimization. It also includes an assembler to take that optimized representation and generate native code for machine-level execution.

    Mozilla and Adobe continue to collaborate on Nanojit. Adobe uses Nanojit as part of their ActionScript VM.

    3. Nitro Assembler. This is a piece of code that we’re taking from Apple’s version of webkit that generates native code for execution. The Nitro Assembler is very different than Nanojit. While Nanojit takes a high-level representation, does optimization and then generates code all the Nitro Assembler does is generate code. So it’s complex, low-level code, but it doesn’t do the same set of things that Nanojit does.

    We’re using the Nitro assembler (along with a lot of other new code) to basically build what everyone else has – compiled JavaScript – and then we’re going to do what we did with Firefox 3.5 – bolt tracing onto the back of that. So we’ll hopefully have the best of all worlds: SpiderMonkey generating native code to execute like the other VMs with the ability to go onto trace for tight inner loops for even more performance.

    I hope this helps to explain what bits of technology we’re using and how they fit into the overall picture of Firefox’s JS performance.

  10. Mozilla developer preview (Gecko 1.9.3a2) now available

    We’ve posted a new release of our Mozilla developer preview series as a way to test new features that we’re putting into the Mozilla platform. These features may or may not make it into a future Firefox release, either for desktops or for mobile phones. But that’s why we do these releases – to get testing and feedback early so we know how to treat them.

    Note that this release does not contain two things that have gotten press recently: D2D or the new JavaScript VM work we’ve been doing.

    Since this is a weblog focused on web developers, I think that it’s important to talk about what’s new for all of you. So we’ll jump right into that:

    Out of Process Plugins

    We did an a1 release about three weeks ago in order to get testing on some of the new web developer features (which we’ll list here again.) The biggest change between that release and this one is the inclusion of out of process plugins for Windows and Linux. (Mac is a little bit more work and we’re working on it as fast as our little fingers will type.)

    There are a lot of plugins out there on the web, and they exist to varying degrees of quality. So we’re pushing plugins out of process so that when one of them crashes it doesn’t take the entire browser with it. (It also has lots of other nice side effects – we can better control memory usage, CPU usage and it also helps with general UI lag.)

    If you want to know more about it, have a look at this post by Ben Smedberg who goes over how it works, what prefs you can set and how you can help test it. It would help us a lot of you did.

    (If you really want to get on the testing train we strongly suggest you start running our nightly builds which are the ultimate in bleeding edge but are generally stable enough for daily use.)

    Anyway, on to the feature list and performance improvements taken from the release announcement:

    Web Developer Features

    • Support for Content Security Policy. This is largely complete, minus the ability to disable eval().
    • The placeholder attribute for <input/> and <textarea> is now supported.
    • Support for SMIL Animation in SVG. Support for animating some SVG attributes is still under development and the animateMotion element isn’t supported yet.
    • Support for CSS Transitions. This support is not quite complete: support for animation of transforms and gradients has not yet been implemented.
    • Support for WebGL, which is disabled by default but can be enabled by changing a preference. See this blog post and this blog post for more details.
    • Support for the getClientRects and getBoundingClientRect methods on Range objects. See bug 396392 for details.
    • Support for the setCapture and releaseCapture methods on DOM elements. See bug 503943 for details.
    • Support for the HTML5 History.pushState() and History.replaceState() methods and the popstate event. See bug 500328 for details.
    • Support for the -moz-image-rect() value for background-image. See bug 113577 for more details.

    For the full list of new web developer features please visit our page on Upcoming Features for Web Developers.

    Performance Improvements

    • We’ve removed link history lookup from the main thread and made it asynchronous. This results in less I/O during page loads and improves overall browser responsiveness.
    • Loading the HTML5 spec no longer causes very long browser pauses.
    • A large number of layout performance improvements have been made, including work around DOM access times, color management performance, text area improvements and many other hot spots in the layout engine.
    • The JavaScript engine has many improvements: String handling is improved, faster closures, some support for recursion in TraceMonkey to name a few.
    • Improvements to the performance of repainting HTML in <foreignObject>.
    • Strings are not copied between the main DOM code and web workers, improving performance for threaded JavaScript which moves large pieces of data between threads.