<aname="l13"></a>and is designed to do the same things a C64 did. This saves and order of magnitude complexity. For example, the </span><ahref="https://zeal-operating-system.github.io/ZealOS/Doc/RedSea.DD.html#l1"><spanclass=cF4>RedSea</span></a><spanclass=cF0> file
<aname="l23"></a>* Everything runs in kernel, </span><spanclass=cF2>ring 0</span><spanclass=cF0>, mode.
<aname="l24"></a>
<aname="l25"></a>* </span><spanclass=cF2>One memory map</span><spanclass=cF0> for all tasks on all cores with virtual addresses set equal to physical, just as though paging is not used.
<aname="l26"></a>
<aname="l27"></a>* One platform -- </span><ahref="http://en.wikipedia.org/wiki/Amd64#AMD64"><spanclass=cF4>x86_64</span></a><spanclass=cF0> PC's, no 32-bit support.
<aname="l28"></a>
<aname="l29"></a>* No security or cryptography.
<aname="l30"></a>
<aname="l31"></a>* Least (greatest) common denominator hardware support. Mostly, one driver for each device class. We can't be in the
<aname="l32"></a>business of different drivers. Compatibility is the greatest challenge for PC operating systems. Disk code does not use
<aname="l33"></a>interrupts, avoiding compatibility risks. </span><spanclass=cF2>PS/2</span><spanclass=cF0> keyboard/mouse is used instead of </span><spanclass=cF2>USB</span><spanclass=cF0>, also more compatible.
<aname="l34"></a>
<aname="l35"></a>* Updates whole screen at </span><spanclass=cF2>60 fps</span><spanclass=cF0>, optimized for full screen games where </span><spanclass=cF2>InvalidRectangle</span><spanclass=cF0>s are counter-productive.
<aname="l36"></a>
<aname="l37"></a>* One font, 8x8. Text and graphic layers done in software with text normally on an 8x8 grid.
<aname="l38"></a>
<aname="l39"></a>* Compiler extends all values to 64-bit when fetched and does only 64-bit computations intermediately. Assembler has minimal
<aname="l40"></a>16-bit support, good enough for compiling boot loaders.
<aname="l41"></a>
<aname="l42"></a>* No object files. Use </span><spanclass=cF2>JIT</span><spanclass=cF0>.
<aname="l43"></a>
<aname="l44"></a>* Whole files are processed almost exclusively.
<aname="l46"></a>* </span><ahref="https://zeal-operating-system.github.io/ZealOS/Doc/ZealC.DD.html#l1"><spanclass=cF4>One language</span></a><spanclass=cF0> and compiler for command-line, scripts, songs, automations and code.
<aname="l52"></a>* No distinction between </span><spanclass=cF2>thread</span><spanclass=cF0>, </span><spanclass=cF2>process</span><spanclass=cF0> or </span><spanclass=cF2>task</span><spanclass=cF0>.
<aname="l54"></a>* The </span><ahref="https://zeal-operating-system.github.io/ZealOS/Kernel/Sched.ZC.html#l1"><spanclass=cF4>Scheduler</span></a><spanclass=cF0> is for home systems. It is not preemptiove. Disk requests are not broken-up, so sharing is bad. It's
<aname="l62"></a>* All tasks have a heap and a symbol table. Scope is that of environment variables in other operating systems. As text is
<aname="l63"></a>typed at the command line or you run programs by </span><spanclass=cF2>#include</span><spanclass=cF0>ing them, the symbols go in the table. If a symbol is not found, the
<aname="l64"></a>parent task's table is checked. The father of all tasks has the API symbols you'll need waiting in it's table. No need to </span><spanclass=cF2>#in
<aname="l67"></a>* No need for namespaces -- scoping occurs automatically based on task symbol table hierarchy with the </span><ahref="https://zeal-operating-system.github.io/ZealOS/Doc/Glossary.DD.html#l154"><spanclass=cF4>System Task</span></a><spanclass=cF0>'s symbol
<aname="l68"></a>system-wide global.
<aname="l69"></a>
<aname="l70"></a>* Sometimes, we </span><ahref="https://zeal-operating-system.github.io/ZealOS/Doc/CutCorners.DD.html#l1"><spanclass=cF4>cut corners</span></a><spanclass=cF0> in the interest of keeping the code beautiful.