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(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 |
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.. | ||
apps_debugger_config.h | ||
kernel_debug_config.h | ||
kernel_debugger_config.h | ||
paranoia_config.h | ||
ReadMe | ||
support_kit_config.h | ||
tracing_config.h |
To customize the settings defined in these headers, create a folder "user_config_headers" in the "build" folder and copy the headers you want to modify into that folder. Your custom headers will be ignored by SVN and the build system will automatically use them instead of the original ones. But be aware that when changes are commited to the files in "config_headers", you will have to apply them to your custom headers manually.