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768c2003e2
Fix SATARep missing AHCI controller info. Add PCIDevFind to System/Externs.CC. Add screen clearing with DocClear or Cls when in raw text mode. Optimize RawPutChar. Fix EdLite RAWF_SCROLL bug. Update screenshots and README.
99 lines
7.6 KiB
HTML
Executable file
99 lines
7.6 KiB
HTML
Executable file
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<pre style="font-family:monospace;font-size:12pt">
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<a name="l1"></a><span class=cF5> Decisions Making ZealOS Simple
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<a name="l2"></a></span><span class=cF0>
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<a name="l3"></a>Linux is a semi-tractor -- you need professional drivers for 20 gears. Linux has file permissions. Common people are hurt by
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<a name="l4"></a>file permissions.
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<a name="l5"></a>
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<a name="l6"></a>Windows is a car.
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<a name="l7"></a>
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<a name="l8"></a>ZealOS is a motorcycle -- if you lean-over too far, a motorcycle will crash. Don't do that! There are no side air bags on
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<a name="l9"></a>a motorcycle. DOS and C64 had no memory protections and ran in ring-0, with no security. This saves an order of magnitude
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<a name="l10"></a>complexity.
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<a name="l11"></a>
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<a name="l12"></a>Linux and Windows are general purpose operating systems. They attempt to do any task you want. ZealOS cherry-picks tasks
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<a name="l13"></a>and is designed to do the same things a C64 did. This saves and order of magnitude complexity. For example, the </span><a href="https://zeal-operating-system.github.io/ZealOS/Doc/RedSea.DD.html#l1"><span class=cF4>RedSea</span></a><span class=cF0> file
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<a name="l14"></a>system allocates just contiguous files -- you load and save whole files at once. A benefit is this allows compression.
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<a name="l15"></a>Also, ZealOS does not do multimedia. In theory, memory will fragment with lots of big files. The system would fall to
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<a name="l16"></a>pieces with multimedia.
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<a name="l17"></a>
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<a name="l18"></a>A three bttn mouse is like a leg you cannot put weight on. ZealOS just does hardware everybody has, with no divergent code
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<a name="l19"></a>bases for each machine's custom hardware. There is one graphics driver instead of 50 for different GPUs. This saves an order
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<a name="l20"></a>of magnitude complexity and makes for a delightful API, so developer's code is not like a frayed rope end.
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<a name="l21"></a>
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<a name="l22"></a>
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<a name="l23"></a>
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<a name="l24"></a>* Everything runs in kernel, </span><span class=cF2>ring 0</span><span class=cF0>, mode.
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<a name="l25"></a>
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<a name="l26"></a>* </span><span class=cF2>One memory map</span><span class=cF0> for all tasks on all cores with virtual addresses set equal to physical, just as though paging is not used.
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<a name="l27"></a>
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<a name="l28"></a>* One platform -- </span><a href="http://en.wikipedia.org/wiki/Amd64#AMD64"><span class=cF4>x86_64</span></a><span class=cF0> PC's, no 32-bit support.
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<a name="l29"></a>
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<a name="l30"></a>* No security or cryptography.
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<a name="l31"></a>
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<a name="l32"></a>* Least (greatest) common denominator hardware support. Mostly, one driver for each device class. We can't be in the
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<a name="l33"></a>business of different drivers. Compatibility is the greatest challenge for PC operating systems. Disk code does not use
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<a name="l34"></a>interrupts, avoiding compatibility risks. </span><span class=cF2>PS/2</span><span class=cF0> keyboard/mouse is used instead of </span><span class=cF2>USB</span><span class=cF0>, also more compatible.
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<a name="l35"></a>
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<a name="l36"></a>* Updates whole screen at </span><span class=cF2>60 fps</span><span class=cF0>, optimized for full screen games where </span><span class=cF2>InvalidRectangle</span><span class=cF0>s are counter-productive.
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<a name="l37"></a>
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<a name="l38"></a>* One font, 8x8. Text and graphic layers done in software with text normally on an 8x8 grid.
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<a name="l39"></a>
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<a name="l40"></a>* Compiler extends all values to 64-bit when fetched and does only 64-bit computations intermediately. Assembler has minimal
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<a name="l41"></a>16-bit support, good enough for compiling boot loaders.
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<a name="l42"></a>
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<a name="l43"></a>* No object files. Use </span><span class=cF2>JIT</span><span class=cF0>.
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<a name="l44"></a>
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<a name="l45"></a>* Whole files are processed almost exclusively.
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<a name="l46"></a>
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<a name="l47"></a>* </span><a href="https://zeal-operating-system.github.io/ZealOS/Doc/CosmiC.DD.html#l1"><span class=cF4>One language</span></a><span class=cF0> and compiler for command-line, scripts, songs, automations and code.
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<a name="l48"></a>
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<a name="l49"></a>* One editor/word processor/browser for the command-line window, source code, documentation browser, dialog forms.
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<a name="l50"></a>
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<a name="l51"></a>* No child windows. One window per task. Bttns are widgets, not child windows. There are child tasks, however.
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<a name="l52"></a>
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<a name="l53"></a>* No distinction between </span><span class=cF2>thread</span><span class=cF0>, </span><span class=cF2>process</span><span class=cF0> or </span><span class=cF2>task</span><span class=cF0>.
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<a name="l54"></a>
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<a name="l55"></a>* The </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/Sched.CC.html#l1"><span class=cF4>Scheduler</span></a><span class=cF0> is for home systems. It is not preemptiove. Disk requests are not broken-up, so sharing is bad. It's
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<a name="l56"></a>wonderfully simple.
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<a name="l57"></a>
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<a name="l58"></a>* </span><a href="https://zeal-operating-system.github.io/ZealOS/Doc/MultiCore.DD.html#l1"><span class=cF4>MultiCore</span></a><span class=cF0> is done </span><span class=cF2>master/slave</span><span class=cF0>, instead of </span><span class=cF2>SMP</span><span class=cF0>. </span><span class=cF2>Core0</span><span class=cF0> applications explicitly assigns jobs. Locks are present allowing
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<a name="l59"></a>multicore file, heap, and hardware access, though.
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<a name="l60"></a>
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<a name="l61"></a>* </span><span class=cF4><u>Sound</u></span><span class=cF0> has single-voice 8-bit signed MIDI-like samples.
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<a name="l62"></a>
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<a name="l63"></a>* All tasks have a heap and a sym table. Scope is that of environment vars in other operating systems. As text is typed at
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<a name="l64"></a>the command line or you run programs by </span><span class=cF2>#include</span><span class=cF0>ing them, the syms go in the table. If a sym is not found, the parent task's
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<a name="l65"></a>table is checked. The father of all tasks has the API syms you'll need waiting in it's table. No need to </span><span class=cF2>#include</span><span class=cF0> headers.
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<a name="l66"></a>
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<a name="l67"></a>* No need for namespaces -- scoping occurs automatically based on task symbol table hierarchy with the </span><a href="https://zeal-operating-system.github.io/ZealOS/Doc/Glossary.DD.html#l154"><span class=cF4>System Task</span></a><span class=cF0>'s symbol
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<a name="l68"></a>system-wide global.
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<a name="l69"></a>
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<a name="l70"></a>* Sometimes, we </span><a href="https://zeal-operating-system.github.io/ZealOS/Doc/CutCorners.DD.html#l1"><span class=cF4>cut corners</span></a><span class=cF0> in the interest of keeping the code beautiful.
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</span></pre></body>
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