doslinux
xv6-public
doslinux | xv6-public | |
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12 | 25 | |
1,517 | 7,385 | |
- | 1.0% | |
0.0 | 0.0 | |
almost 2 years ago | 26 days ago | |
C | C | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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doslinux
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Myth: Windows 3.1 was just a shell on top of DOS
Windows 3.x and 9x are "shells on top of DOS" the same way that Linux can be a "shell on top of DOS": https://github.com/haileys/doslinux
- GitHub - haileys/doslinux: Run Linux programs on DOS
- Run Linux Programs on DOS
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linux api compatibility layer for freedos?
There's this, a "DOS Subsystem for Linux": https://github.com/haileys/doslinux
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Installing Windows and Linux into the same partition
Would you consider WSL for DOS a good enough approximation of the reverse process?
https://github.com/haileys/doslinux
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Hacker News top posts: Sep 18, 2021
DOS Subsystem for Linux\ (89 comments)
- DOS Subsystem for Linux
xv6-public
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Challenging projects every programmer should try
+1 for mini operating system.
Us, application developers, rely on many OS features: memory management, filesystem, etc. I'm sure eventually we'll ask "how such things are done behind the scene?"
That's why I tinker with xv6 (https://github.com/mit-pdos/xv6-public) during sparetime. Learning various process scheduling algorithms from textbook is a thing. Implementing it is another thing. I learn a lot. And it's definitely fun, even though there's almost zero chance the knowledge gained is relevant for my job (I'm a mobile app dev).
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xv6 compile error
Recently I compiled xv6 using gcc 7.5.0 on Ubuntu 18 , everything is ok. But when I try to compile it using gcc 13.2.1 on latest Arch, it's failed: result
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How could the early Unix OS comprise so few lines of code?
https://github.com/mit-pdos/xv6-public has under 10,000 lines of C and assembly including some user space programs.
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The rxv64 Operating System: MIT's xv6, in Rust, for SMP x86_64 machines
xv6 was originally written for 32-bit x86; the RISC-V port is a relatively recent development. See e.g. https://github.com/mit-pdos/xv6-public for some of the earlier history.
rxv64 was written for a specific purpose: we had to ramp up professional engineers on both 64-bit x86_64 and kernel development in Rust; we were pointing them to the MIT materials, which at the time still focused on x86, but they were getting tripped up 32-bit-isms and the original PC peripherals (e.g., accessing the IDE disk via programmed IO). Interestingly, the non sequitur about C++ aside, porting to Rust exposed several bugs or omissions in the C original; fixes were contributed back to MIT and applied to the original (and survived into the RISC-V port).
Oh, by the way, the use of the term "SMP" predates Intel's usage by decades.
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Some were meant for C [pdf]
I'd define an arena as the pattern where the arena itself owns N objects. So you free the arena to free all objects.
My first job was at EA working on console games (PS2, GameCube, XBox, no OS or virtual memory on any of them), and while at the time I was too junior to touch the memory allocators themselves, we were definitely not malloc-ing and freeing all the time.
It was more like you load data for the level in one stage, which creates a ton of data structures, and then you enter a loop to draw every frame quickly. There were many global variables.
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Wikipedia calls it a region, zone, arena, area, or memory context, and that seems about right:
https://en.wikipedia.org/wiki/Region-based_memory_management
It describes history from 1967 (before C was invented!) and has some good examples from Apache ("pools") and Postgres ("memory contexts").
I also just looked at these codebases:
https://github.com/mit-pdos/xv6-public (based on code from the 70's)
https://github.com/id-Software/DOOM (1997)
I looked at allocproc() in xv6, and gives you an object from a fixed global array. A lot of C code in the 80's and 90's was essentially "kernel code" in that it didn't have an OS underneath it. Embedded systems didn't run on full-fledges OSes.
DOOM tends to use a lot of what I would call "pools" -- arrays of objects of a fixed size, and that's basically what I remember from EA.
Though in g_game.c, there is definitely an arena of size 0x20000 called "demobuffer". It's used with a bump allocator.
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So I'd say
- malloc / free of individual objects was NEVER what C code looked like (aside from toy code in college)
- arena allocators were used, but global vars and pools are also very common.
- arenas are more or less wash for memory safety. they help you in some ways, but hurt you in others.
The reason C programmers don't malloc/free all the time is for speed, not memory safety. Arenas are still unsafe.
When you free an arena, you have no guarantee there's nothing that points to it anymore.
Also, something that shouldn't be underestimated is that arena allocators break tools like ASAN, which use the malloc() free() interface. This was underscored to me by writing a garbage collector -- the custom allocator "broke" ASAN, and that was actually a problem:
https://www.oilshell.org/blog/2023/01/garbage-collector.html
If you want memory safety in your C code, you should be using ASAN (dynamically instrumented allocators) and good test coverage. Arenas don't help -- they can actually hurt. An arena is a trivial idea -- the problem is more if that usage pattern actually matches your application, and apps evolve over time.
- Run Linux Programs on DOS
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The Magma operating system
Magma is proudly licensed under the MIT license, and uses code from Xv6 and Yagura.
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User Space vs Kernel Space Development (For an experienced Dev)
My OS classes used xv6, a reimplementation of Unix Version 6 for a RISC-V architecture. Accompanying that was the OSTEP textbook.
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MINIX is an awesome way to learn a wide range of CS concepts
Check out xv6 if you are only getting started with operating systems and want something simpler.
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I am getting an undefined reference despite including the source file when compiling
Here is kernel.ld.
What are some alternatives?
headscale - An open source, self-hosted implementation of the Tailscale control server
xv6-riscv - Xv6 for RISC-V
DirectX-Headers - Official DirectX headers available under an open source license
homebrew-i386-elf-toolchain - Homebrew formulas for buildling a valid GCC toolchain for the i386-elf target.
fdpp - FreeDOS plus-plus, 64bit DOS
minixfromscratch - Development and compilation setup for the book versions of MINIX (2.0.0 and 3.1.0) on QEMU
nft_ptr - C++ `std::unique_ptr` that represents each object as an NFT on the Ethereum blockchain
foam3 - FOAM: Feature-Oriented Active Modeller, Version 3 (unstable)
emu2 - Simple x86 and DOS emulator for the Linux terminal.
stumpwm - The Stump Window Manager
PythonProgrammingPuzzles - A Dataset of Python Challenges for AI Research
lispe - An implementation of a full fledged Lisp interpreter with Data Structure, Pattern Programming and High level Functions with Lazy Evaluation à la Haskell.