Ingo Weinhold b4e5e49823 MemoryManager:
* Added support to do larger raw allocations (up to one large chunk (128 pages))
  in the slab areas. For an even larger allocation an area is created (haven't
  seen that happen yet, though).
* Added kernel tracing (SLAB_MEMORY_MANAGER_TRACING).
* _FreeArea(): Copy and paste bug: The meta chunks of the to be freed area
  would be added to the free lists instead of being removed from them. This
  would corrupt the lists and also lead to all kinds of misuse of meta chunks.

object caches:
* Implemented CACHE_ALIGN_ON_SIZE. It is no longer set for all small object
  caches, but the block allocator sets it on all power of two size caches.
* object_cache_reserve_internal(): Detect recursion and don't wait in such a
  case. The function could deadlock itself, since
  HashedObjectCache::CreateSlab() does allocate memory, thus potentially
  reentering.
* object_cache_low_memory():
  - I missed some returns when reworking that one in r35254, so the function
    might stop early and also leave the cache in maintenance mode, which would
    cause it to be ignored by object cache resizer and low memory handler from
    that point on.
  - Since ReturnSlab() potentially unlocks, the conditions weren't quite correct
    and too many slabs could be freed.
  - Simplified things a bit.
* object_cache_alloc(): Since object_cache_reserve_internal() does potentially
  unlock the cache, the situation might have changed and their might not be an
  empty slab available, but a partial one. The function would crash.
* Renamed the object cache tracing variable to SLAB_OBJECT_CACHE_TRACING.
* Renamed debugger command "cache_info" to "slab_cache" to avoid confusion with
  the VMCache commands.
* ObjectCache::usage was not maintained anymore since I introduced the
  MemoryManager. object_cache_get_usage() would thus always return 0 and the
  block cache would not be considered cached memory. This was only of
  informational relevance, though.

slab allocator misc.:
* Disable the object depots of block allocator caches for object sizes > 2 KB.
  Allocations of those sizes aren't so common that the object depots yield any
  benefit.
* The slab allocator is now fully self-sufficient. It allocates its bootstrap
  memory from the MemoryManager, and the hash tables for HashedObjectCaches use
  the block allocator instead of the heap, now.
* Added option to use the slab allocator for malloc() and friends
  (USE_SLAB_ALLOCATOR_FOR_MALLOC). Currently disabled. Works in principle and
  has virtually no lock contention. Handling for low memory situations is yet
  missing, though.
* Improved the output of some debugger commands.


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@35283 a95241bf-73f2-0310-859d-f6bbb57e9c96
2010-01-25 13:46:58 +00:00
2010-01-25 13:46:58 +00:00
2010-01-25 12:55:14 +00:00
2010-01-25 13:46:58 +00:00
2010-01-25 13:46:58 +00:00
2009-11-26 11:11:17 +00:00
2009-10-22 08:30:06 +00:00

Building on BeOS
================

For building on BeOS you need the development tools from:

  http://haiku-os.org/downloads

Please always use the most recent versions. They are required to build Haiku.


Building on a non-BeOS platform
===============================

Please read the file 'ReadMe.cross-compile' before continuing. It describes
how to build the cross-compilation tools and configure the build system for
building Haiku. After following the instructions you can directly continue
with the section Building.


Configuring on BeOS
===================

Open a Terminal and change to your Haiku trunk folder. To configure the build
you can run configure like this:

  ./configure --target=TARGET

Where "TARGET" is the target platform that the compiled code should run on:
  * haiku (default)
  * r5
  * bone
  * dano (also for Zeta)

The configure script generates a file named "BuildConfig" in the
"generated/build" directory. As long as configure is not modified (!), there
is no need to call it again. That is for re-building you only need to invoke
jam (see below). If you don't update the source tree very frequently, you may
want to execute 'configure' after each update just to be on the safe side.


Building
========

Haiku can be built in either of two ways, as disk image file (e.g. for use
with emulators) or as installation in a directory.

Image File
----------

  jam -q haiku-image

This generates an image file named 'haiku.image' in your output directory
under 'generated/'.

VMware Image File
-----------------

  jam -q haiku-vmware-image

This generates an image file named 'haiku.vmdk' in your output
directory under 'generated/'.

Directory Installation
----------------------

  HAIKU_INSTALL_DIR=/Haiku jam -q install-haiku

Installs all Haiku components into the volume mounted at "/Haiku" and
automatically marks it as bootable. To create a partition in the first place
use DriveSetup and initialize it to BFS.

Note that installing Haiku in a directory only works as expected under BeOS,
but it is not yet supported under Linux and other non-BeOS platforms.

Bootable CD-ROM Image
---------------------

This _requires_ having the mkisofs tool installed.
On Debian GNU/Linux for example you can install it with:
  apt-get install mkisofs
On BeOS you can get it from http://bebits.com/app/3964 along with cdrecord.

This creates a bootable 'haiku-cd.iso' in your 'generated/' folder:

  jam -q haiku-cd

Under Unix/Linux, and BeOS you can use cdrecord to create a CD with:

  cdrecord dev=x,y,z -v -eject -dao -data generated/haiku-cd.iso

Here x,y,z is the device number as found with cdrecord -scanbus, it can also
be a device path on Linux.

Building Components
-------------------

If you don't want to build the complete Haiku, but only a certain
app/driver/etc. you can specify it as argument to jam, e.g.:

  jam Pulse

Alternatively, you can 'cd' to the directory of the component you want to
build and run 'jam' from there.

You can also force rebuilding of a component by using the "-a" parameter:

  jam -a Pulse


Running
=======

Generally there are two ways of running Haiku. On real hardware using a
partition and on emulated hardware using an emulator like Bochs or QEmu.

On Real Hardware
----------------

If you have installed Haiku to its own partition you can include this
partition in your bootmanager and try to boot Haiku like any other OS you
have installed. To include a new partition in the BeOS bootmanager run this
in a Terminal:

  bootman

On Emulated Hardware
--------------------

For emulated hardware you should build disk image (see above). How to setup
this image depends on your emulater. A tutorial for Bochs on BeOS is below.
If you use QEmu, you can usually just provide the path to the image as
command line argument to the "qemu" executable.

Bochs
-----

Version 2.2 of Bochs for BeOS (BeBochs) can be downloaded from BeBits:

  http://www.bebits.com/app/3324

The package installs to: /boot/apps/BeBochs2.2

You have to set up a configuration for Bochs. You should edit the ".bochsrc" to
include the following:

ata0-master: type=disk, path="/path/to/haiku.image", cylinders=122, heads=16, spt=63
boot: disk

Now you can start Bochs:

  $ cd /boot/apps/BeBochs2.2
  $ ./bochs

Answer with RETURN and with some patience you will see Haiku booting.
If booting into the graphical evironment fails you can try to hit "space" at the
very beginning of the boot process. The Haiku bootloader should then come up and
you can select some safe mode options.


Docbook documentation
=====================

Our documentation can be found in 'src/documentation/'. You can build it by
running 'jam' in that folder. The results will be stored in the 'generated/'
folder.
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