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Haiku Grows Swap Support

Submitted by Ingo Weinhold on Fri, 2008-08-29 15:34.   Tags: gsoc :: swap file :: virtual memory

Thanks to Google Summer of Code student Zhao Shuai successfully finishing his project Haiku does now feature support for swapping. As of revision 27233 it is enabled by default, using a swap file twice the size of the accessible RAM. The swap file size can be changed (or swap support disabled) via the VirtualMemory preferences.

Swap support finally allows building Haiku in Haiku on a box with less than about 800 MB RAM, as long as as the swap file is large enough. I tested this on a Core 2 Duo 2.2 GHz with 256 MB RAM (artificially limited) and a 1.5 GB swap file. Building a standard Haiku image with two jam jobs (jam -j2) took about 34 minutes. This isn't particularly fast, but Haiku is not well optimized yet.

Haiku's swap implementation was heavily inspired by that of FreeBSD. At the moment it is not as sophisticated, but Zhao intends to borrow more of FreeBSD's optimizations.

[HCD]: status report

It's been a bit since my last status update, so I guess it is time for another one.

First of all, I'd like to inform you that I received the first half HCD payment. Since it's a (fantastic) community based effort project, I thought you wanted to know where your donations ended up.

As of commit r27159 you should be able to read data from an UDF partition. The module has not yet been added back to the image, as I'd like to do some more tests, but as far as I can tell, the port of UDF to the new FS API is close to complete, and you can start testing by adding the module to the image and trying using DVD formatted with UDF, or iso image made with mkisofs. Feedbacks are welcome.

As for the other part of my HCD, in case you missed, bonnie++ was added in r26920 and it is available for the braves one, for testing purposes.

In r27052 I also fixed another BFS deadlock that would lock the file system when more then one thread was writing in the same directory. See this for more info.

Ok, going to back to UDF now. ;-)

LinuxWorld 2008 as I saw it

Haiku made its "big stage" debut at LinuxWorld for the first time this year. If you follow the feeds on our website, you have probably already read the nice reports that Urias posted on the website during and after the show (day 0, day 1, day 2 and day 3). I thought I would give me own personal recount of the event, in order to perhaps bring a little bit of a different perspective, and hopefully also complement what Urias has already written about the show.

I had never been to LinuxWorld before, but I knew from reading about the conference that it was bigger to other open sources conferences we have exhibited in the past. I also had an idea of the demographics of the event, as I had done a little bit of reasearch before proposing our attendance last year. Average attendance was said to be more than 10,000 people, and by the size of the exhibit floor at the Moscone Convention Center in San Francisco and the duration of the show (three full days), this seemed just about right; this was obviously a very compelling number from the point of view of getting exposure for Haiku.



Haiku Down Under 2008

In May this year, I wrote to the Haiku Mailing List, proposing that the Australian Haiku Users and Developers hook up with an existing Open Source event to generate some Haiku interest in our Country. It was decided that the cost of heading to a central event, would be too costly and as we are spread out all over Australia, I then started thinking about plans of doing something online - a Virtual Conference, so to speak.

As Haiku's Anniversary is coming up on the 18th August -- I figured, we'd try and have an annual event centred around this date. Due to the short notice, I thought it would be best to keep it as simple as possible, and as this is the first event, it can then be used to generate more interest and discussions around Haiku.

BeOS Joystick Framework

Submitted by Fredrik Modéen on Mon, 2008-08-11 13:53.   Tags: gameport :: joystick

This article are more of a compliment to ITO Takayuki’s “BeOS Joystick Driver ” so reading ITO’s article before this one are advisable.

I’m not a article writing person (not even in Swedish) but as I’m the 3:d that tries to implement the Joysticks framework in Haiku I think that it would be good to have something for the 4:th person to read if I drop this :)

When I started to look over the Joystick framework I thought that this would not be that hard, boy was I fooled :) , lol I don’t even know how to talk to hardware. Anyway after some testing (trial and error style) I think I have found some additional information about the Joystick framework, but first I would like to describe how I think the frame work works.

The BJoystick class in libdevice.so talks to a joystick published at dev/joystick/”portname”/”joystick name” this way both the generic gameport and ITO’s usb_joy works as they publish as separate devices.
usb_joy = dev/joysticks/usb/0 (for the first)
usb_joy = dev/joysticks/usb/1 (Second and so on)
gameport = dev/joysticks/gameport/201
etc
emuxkigameport = dev/joysticks/ emuxkigameport /et18

emuxkigameport are a driver that was donated to Haiku that make’s gamport on a SB Live and Audigy soundcard work. I tried to add it to emuxki but then the sound was interfered when I moved the joystick. This driver uses the generic gameport.

So how does this work? You could say we have two ways of talking to Joystick’s, through usb_joy and emuxkigameport. First you must have a copy of a joystick description file in config/settings/joystick/”portname”/”joystick name”. I think that this need to be a copy of a description file as the Joystick Preference app does changes to the file so a link are not to recommend.

First usb_joy, when BJoystick sends a ioct (I haven’t tested but I think I have figured that one out right?) to the driver the usb_joy does everything by itself, collecting usb information and reading joystick description file from /settings/joystick/”portname”/”joystick name”.

How does the emuxkigameport work then? BJoystick sends the same information as with usb_joy but in this case the emuxkigameport forwared the ioct to a driver called generic gameport located under drivers/generic this one loads the file in config/settings/joystick/”portname”/”joystick name” with this file it knows what module to load and loads this module but it must be a joystick description file in this location or you will only be allowed to used the joystick in standard mode (same if the module don’t exist to your joystick).

Using BeOS Joystick Framework in Haiku. Yes this works but not usb_joy as it crashes the system.
You need to copy libdevice.so, Joystick preference app, etc/joysticks, media/joy, generic/gamport and Haiku’s emuxkigameport. I have only tested stickit and BeOS R5 joystick preference and not any games.

So what now? I will continue but perhaps focus on the usb_joy driver and figure out what’s wrong with this driver. I would like to have some help to determent if it would be a good idée to use modules in a USB drive to handle the difference in different joystick’s or does those difference not exist in a USB world?

If you like to read more about Joysticks in BeOS here are some links.
http://www.beatjapan.org/mirror/www.be.com/documentation/rel_notes/R4Rel...
http://euc.jp/beos/beosjoystick.en.html
http://www.haiku-os.org/legacy-docs/bebook/BJoystick_Overview.html
http://www.haiku-os.org/legacy-docs/benewsletter/Issue3-43.html#DevWorks...

Day 3 at LinuxWorld - Filled With Excitement

Jean-Louis Gassée visits us!Jean-Louis Gassée visits us!

Day three at LinuxWorld Expo 2008 started off with Scott McCreary dropping his car off at my sisters' apartment, and catching a ride to the Moscone Center with me. Despite nearly running over a few pedestrians, we made it there with plenty of time to get ready. Jorge Mare had to leave for home the evening before, so it was just going to be Scott and me this day. I had updated my laptop with a slightly newer revision the night before, and spent some time getting it setup to run live queries before the show started (which seemed to be broken for some reason before the rebuild.)

Special Visitors

It started off like the other days, didn't seem to slow down as much as I expected on the last day. We did have a couple of interesting visitors on this day indeed. Amy Bonner from IDG stopped by our booth to say hello. Amy helped us secure the booth space after we were turned down for a space in the .Org pavilion. She said she was really happy we could make it, and shared some ideas with us for next year's .Org submission. We gave her a complimentary T-shirt for helping us out this year. It was great to finally meet her in person, and we snapped a shot of her standing in front of the booth.



How To Get Haiku Booted

Submitted by Michael Lotz on Thu, 2008-08-07 16:47.   Tags: boot :: booting :: makebootable :: USB boot

This article is intended to explain in a nutshell how booting works in general, what the Haiku counterparts of standard boot process elements are and how to get everything together for a working boot in case this is not done automatically. These are things you will encounter installing/booting most operating systems, so it's not entirely Haiku specific.


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