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Axel Dörfler f28dd36b82 * The alphabet is obviously hard, moved some tracing defines at their
(hopefully) correct place.
* It seems to be even harder to understand basic locking primitives: when you
  think about it, it shouldn't surprise you that conditional variables never
  return B_WOULD_BLOCK. This fixes gdb again.
* Added tracing support to the ports subsystem.
* get_port_message() will now resize the port heap if needed (but will also
  take timeouts into account while doing so, more or less). The initial port
  space is 4MB (as before), the growth rate is the same, and the system wide
  limit is arbitrarily set to 64 MB (all swappable). A team limit has been set
  to 8 MB, but is not enforced yet. Since ports are using up address space in
  the kernel, those seems to be proper limits.
* This also fixes a strange, and rare lockup where the mouse cursor would still
  move, but everything else would basically hang, but look perfectly normal from
  KDL on the first look. As recently happened on Brecht's laptop, and debugged
  by mmlr and me: the cbuf space got used up when lots of windows wanted to
  redraw after a workspace switch. The app_server wouldn't answer anymore to
  client requests, but thought it would have done so, as LinkSender::Flush()
  doesn't care if it got a B_NO_MEMORY (the ports will now block until memory
  is available if possible, so that should not be a problem anymore).
* Improved "port" KDL command, it now also prints the messages in the port.


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@33735 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-10-22 23:14:10 +00:00
3rdparty Small script using hey to dump the BView hierarchy of a window of an app... 2009-09-24 22:43:58 +00:00
build * The alphabet is obviously hard, moved some tracing defines at their 2009-10-22 23:14:10 +00:00
data Added lithuaninan locale done by Algirdas Buckus. Thanks ! 2009-10-21 17:31:33 +00:00
docs * dropped svn:keywords property from all files that carried it 2009-10-19 22:42:52 +00:00
headers * The alphabet is obviously hard, moved some tracing defines at their 2009-10-22 23:14:10 +00:00
src * The alphabet is obviously hard, moved some tracing defines at their 2009-10-22 23:14:10 +00:00
configure In OS X 10.6 diskutil returns an error for ".". Now pass the absolute path of the current working directory. 2009-09-03 16:25:23 +00:00
Jamfile * Use the new Add{Files,Symlink}ToHaikuHybridImage rules in HaikuImage and 2009-05-27 01:12:34 +00:00
Jamrules [ARM] 2009-08-12 16:12:35 +00:00
makehaikufloppy Updated makehaikufloppy script, based on a patch by Rob Judd. I have no idea 2009-04-15 19:26:03 +00:00
ReadMe * restoring original state 2009-10-22 08:30:06 +00:00
ReadMe.cross-compile Added yasm and cdrtools to list of dependencies. 2009-07-11 10:17:06 +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.