227b565d91
- put off one more task until later
444 lines
22 KiB
Plaintext
444 lines
22 KiB
Plaintext
README-plugins
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This is the README file from the CVS branch called BRANCH_PLUGINS.
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It will be hanging around in the main trunk for a short time while
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we get things cleaned up. By version 2.0 it should be gone.
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Anything that needs to be done, but cannot be done by 2.0 should
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be written as a bug report/feature request on Source Forge.
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-------------------------------------------------------------------------
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BRANCH_PLUGINS
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The branch is called BRANCH_PLUGINS. There is a normal tag called
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BRANCH_PLUGINS_BASE that marks the point where the branch began. The
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base marker will help at merge time.
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This branch is a place to experiment with Bochs plugins. Bryce created
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the branch on October 4, 2002, and he and Christophe began working on
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Bochs plugins.
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We started from Bryce's patch.plugins3, which was a patch from December 2001
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that copied in some of the plugin architecture from plex86. Here are the
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comments from that patch:
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> Patch name: patch.plugins3
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> Author: Bryce Denney
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> Date: Wed Dec 12 17:56:11 EST 2001
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>
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> This patch replaces the Bochs keyboard with a slightly modified version
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> of the plex86 keyboard device, which is implemented as a plugin. This
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> is sort of a proof of concept, rather than anything that I'm about to
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> check in. It uses GNU libtool to compile the plex86 keyboard code into
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> a shared library, and installs that shared library in
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> /tmp/bochslib/libplex-keyboard.so. Then the new code in plugin.cc (which
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> is adapted from the plex86 plugin code) loads the libplex-keyboard library
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> during initialization and installs the plex86 keyboard instead of the
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> bochs keyboard.
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>
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> I chose the keyboard because it takes about 2 seconds to test that it's
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> basically working, and because the bochs and plex86 implementations hadn't
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> changed very much since they split.
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>
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> If you look at plex-keyboard.cc and plex-keyboard.h, it is fundamentally the
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> same as the current plex86 code. I have changed lots of names from bx_* to
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> plex_* just to reduce confusion and mayhem when I was compiling with both
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> kbd implementations. I didn't change anything except to get it to compile.
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Christophe had made a plugins5 patch, so he checked it in, with these
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changes:
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- plex86 keyboard device was marged with Bochs keyboard, as a plugin
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- plugin.cc was cleaned up
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- a device registration mechanism was set up
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- the biosdev and unmapped devices were plugin-ized
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TO DO BEFORE RELEASE 2.0:
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- (LATER) some plugins, such as the GUI, PIT, SB, and NE2000, have several different
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possible implementations. In this case, all implementations should be
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children of a single stub class. The stub's methods produce errors or
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panics if they are called, depending on the importance of the device.
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There is always one instance of the stub class lying around, which will be
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used if none of the implementation plugins is loaded. Either an optional
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plugin or a user plugin can fill in these slots.
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- platform specific issues
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- (LATER) make sure LTDL works on VC++. It doesn't and won't without
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significant work. Maybe it's easier to support VC++ with ifdefs in
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plugin.cc rather than using ltdl at all. This will have to wait.
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- (DONE) nmake build: we must use lib.exe, not $(LIBTOOL) $(CXX) stuff
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- configure script work
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- LTDL has a feature called dlpreload which sort of emulates dlopen
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by linking all the modules statically and then emulating dlopen calls.
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I don't see any value in this for plugins. If the platform cannot
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support dlopen or some equivalent, let the configure script crash and
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tell the user to configure without plugins instead.
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- to support plugins on MacOSX, the user must install dlcompat. Otherwise
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libtool's configure script will discover that no dlopen() or equivalent
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function is found, and it will not be able to build/load plugins.
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The configure script should bomb in this case, with an error that says
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where to find dlcompat. dlcompat IS installed on SF compile farm in
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/sw/include and /sw/lib.
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- Understand/resolve simulation differences between CVS head and
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BRANCH_PLUGINS. Simulation is slightly different.
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- compare four versions
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- BRANCH_PLUGINS with --enable-plugins
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- BRANCH_PLUGINS without --enable-plugins
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- BRANCH_PLUGINS_BASE
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- CVS head
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- these differences seem to be explained by a few things:
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1. devices are initialized in a different order, so they are assigned
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different timer id. For any events that occur at the same tick, the
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timer handlers would get called in a different order. I believe I
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have fixed the order of timer registration so that it matches, and
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that cleaned up some simulation differences.
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2. bx_gui->handle_events is now called from iodev/devices.cc instead of
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from iodev/keyboard.cc.
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3. bx_keyb_c::periodic() used to be called directly from devices.cc
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but now the keyboard registers its own timer
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- I have never seen any problems caused by the sim differences, but they
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make me nervous. -Bryce
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- (LATER) convert remaining devices
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- (LATER) maybe the implementation class for each plugin device should go into
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the .cc file instead of the header file. If all their methods are called
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through the stub class virtual functions, and no external file has access to
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the real non-stub class, then maybe there is no point in letting anybody
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else see the real class at all? (If you do use the class you will get
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undefined symbols when you compile for plugins anyway.) For the hard drive,
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we could put bx_hard_drive_stub_c in harddrv.h, and any constants or types
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that external files might need, and then put the real class, bx_hard_drive_c,
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at the top of harddrv.cc.
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- (LATER) eventually we need to clarify the connection between plugins and
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devices. At the moment, each plugin creates exactly one device, but it does
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not have to work that way.
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- it would be more correct to mark the devices as core, optional, etc. than
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to use a type field in the plugin struct. The reason that the type
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(core,optional,user) is currently passed into the PLUG_load_plugin macro
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and placed in the plugin struct instead of letting the device code decide
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is: devices.cc is responsible for initting and resetting devices, so I
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wanted devices.cc to decide whether the device would be managed by the
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plugin infrastructure (init_all, reset_all) or not. This is not that
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important yet, but when Volker wants to write a plugin with multiple
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devices, we will need to sort it out.
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- (LATER) make a way for users to replace a core plugin with one of their
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choice.
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- (LATER) implement user plugins. These are plugins that Bochs does not know
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anything about at compile time. The user asks Bochs to load a plugin using
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just its filename. It loads the plugin and registers any bx_params that
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the user can configure, and either the text config interface or the
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wxWindows interface can display this param list as a menu or dialog.
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Then at simulation start time, we call init() on the user device and
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it can be used like any other device.
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- (LATER) make plugin CPU???
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DONE:
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- applied patch.plugins5
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- updated makefile dependencies now that plugin.h is in there
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- all guis converted to plugins
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- 8 I/O devices are converted to plugins
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- make the Makefile use libtool to build dynamic libraries
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- use libtool's ltdl library to open and read dynamic libraries, since it
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has cross platform support
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- the Boolean/bx_bool thing will be resolved in the main branch. I have
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made patch.replace-Boolean.gz which I will apply later, after the
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plugins branch has been merged. This become more urgent because it
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caused bug #623152 MacOSX: Triple Exception Booting win95
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- take a look at the code generated by calls to virtual functions, to
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check if there's huge overhead that I don't know about.
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Answer: I don't believe there is that much extra overhead. If you call
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a nonvirtual function, it must push all the args onto the stack, then
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push the THIS pointer, then call the method using a known constant address.
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With a virtual function, you push all the args onto the stack, then push
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the THIS pointer, then do one extra memory reference to THIS+constant to read
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the pointer to the virtual method, and call it. This is just what I
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expected to find--no strange and magicial code was inserted by the
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compiler in this case.
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- wxWindows configuration interface and display works fine as a plugin now
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- selection of config interface is controlled by the bochsrc line
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"config_interface: NAME" and the parameter bx_options.Osel_config.
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- selection of display library is controlled by the bochsrc line
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"display_library: NAME" and the parameter bx_options.Osel_displaylib.
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- renamed vga_library to display_library (Christophe's suggestion)
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- add --with-all-libs option, which attempts to detect all the display
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libraries that Bochs can compile with. You can use this with or without
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plugins, compile with multiple guis in the same binary, and select between
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them at runtime. If the detection fails, you can always write a bunch
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of --with-PACKAGE options yourself.
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- load plugins as they are needed, in main.cc and iodev/devices.cc.
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- plugins are loaded using a macro PLUG_load_plugin(plugin_name, plugin_type).
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When plugins are enabled, this macro calls bx_load_plugin() in plugin.cc,
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which loads the plugin with lt_dlopen and calls its plugin_init method.
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When plugins are disabled, the code is already linked into the binary so
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the macro calls the plugin_init method directly.
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- The plugin_init method for plugin ABC is called libABC_LTX_plugin_init()
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and the same prefix is added before the plugin_fini method. This "name
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mangling" makes the symbols unique so that they can all be linked
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statically into the binary when plugins are turned off. This turned out
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to be a very useful thing!
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- The choice of lib*_LTX_* is not random... The libtool LTDL library
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automatically searches for symbols of the form lib<module>_LTX_<symbol>
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before looking for <symbol>. Libtool recommends making global symbols in
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every plugin unique in some way, and in fact on MacOSX the dynamic linker
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will not allow two libs to be linked in that both have plugin_init symbols,
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so this sort of mangling is required.
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- how do we know what plugins should be available when we start Bochs?
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- we have core plugins, optional plugins, and user plugins.
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- (V2.0) core plugin: These are so fundamental that Bochs won't even
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initialize without them, for example the CMOS. The user can substitute
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his own equivalent plugin to replace the CMOS, but he cannot say "Don't
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load the CMOS at all." Core plugin devices are initialized and reset
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explictly by code in iodev/devices.cc, since the initialization order for
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some of them is critical. They are currently NOT added to the device
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list in pluginRegisterDevice and pluginRegisterDeviceDevmodel, so that
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the plugin system does not call init() and reset(). If a core plugin
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cannot be found, Bochs will panic.
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In the bochsrc we can provide a way for the user to REPLACE a core plugin
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with a different plugin that implements the same C++ interface, but there
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is no way to ask bochs to NOT load a core plugin. I'm not sure how to
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configure the replacement plugin--this may have to be added later.
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Bochsrc line:
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replace_core_plugin: old=pic, new=mypic
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- (V2.0) optional plugin: These can be loaded or not without affecting
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Bochs's ability to start up and simulate. Initialization and reset for
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all optional plugins are handled by bx_init_plugins() and
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bx_reset_plugins(), which are now called from bx_devices_c::init() and
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bx_devices_c::reset(). Bochs knows how to configure optional plugins at
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compile time, and they are loaded only if the configuration settings
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enables the device. Examples: serial, parallel, ne2k. See the call to
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is_serial_enabled() in iodev/devices.cc. There are some plugins that you
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wouldn't ever want to leave out, like vga. Maybe the term "optional" is
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not clear and I need to think of a better name. Bochs will panic if an
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optional plugin cannot be found. If the plugin was compiled, then
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it should be available at runtime too!
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- (NOT DONE) user plugin: These are plugins that Bochs does not know
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anything about at compile time. The user asks Bochs to load a plugin
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using just its filename. It loads the plugin and (somehow) gets
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information about what settings the user can configure. The settings are
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adjusted by either bochsrc lines or the user interface, and then the
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device can be used. I'm missing some details here because I haven't
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thought through it all the way. User plugins may not be supported until
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after v2.0.
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- list of plugins sorted into categories
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- core plugins: unmapped, biosdev, cmos, dma, pic, vga
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- optional: floppy, harddrv, keyboard, serial, parallel
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- user: none yet
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- clarify relationship of plugin and device
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- a plugin is a shared object that you load that has a plugin_init() and
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plugin_fini() function inside. The plugin_init() can create any number of
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"devices" and register them. Devices are added to a global list so that we
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can do operations on every registered device.
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- There is (now) a pointer from each device to the plugin that created it.
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- Devices created by core plugins are called core devices. These will not be
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added to the device list because they are managed by existing code in
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devices.cc and elsewhere. Instead of referring to them by their device_t
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structure, we will use a global pointer to them, similar to the
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bx_devices.pluginKeyboard pointer. (Alternative: maybe we should add
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them to device list anyway, but exclude them in init_all and reset_all
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functions.)
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- MACOSX PLUGINS WORK! to support plugins on MacOSX, we must ensure that no
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plugins have any global symbol names in common, including plugin_init! An
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easy solution to this is to say that all plugin functions which can be
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looked up with dlsym must follow a pattern like "%s_BXPLUG_%s", where the
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first %s is the module name and the second is the plain symbol name, e.g.
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pic_BXPLUG_plugin_init. Symbols that are used internally can be declared
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static (file scope only).
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- SOLARIS PLUGINS WORK! to support plugins on Solaris, we must not rely on
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the use of global object constructors. In fact every global variable in a
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module MUST BE set to a compile-time constant. We must declare object
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pointers as globals, not actual objects.
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- WIN32 PLUGINS WORK! to support plugins on win32, I added the
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BOCHSAPI macro which expands to __declspec(dllexport) in the nonplugin
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code and __declspec(dllimport) in the plugin code. Some makefile hacks
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were required too. A few differences between win32 and other platforms:
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- use semicolon to separate path names in LTDL_LIBRARY_PATH
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- every path name in LTDL_LIBRARY_PATH should start with a drive letter,
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for example: c:/cygwin/home/bryce/plugins.
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- how do we locate plugins on the disk?
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- make install copies the plugins into ${prefix}/lib
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- if people install into a standard location, no action may be needed (?)
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- we can tell people to set the LTDL_LIBRARY_PATH variable.
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- if necessary we can implement a bochsrc command like
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plugin_search_directory: /path/to/libs
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which would call lt_dlsetsearchpath() to add the path to LTDL's list of
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directories it will search.
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- change log for BRANCH_PLUGINS is in patches/patch.plugins. It is
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pretty complete now.
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-----------------------------------------------
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random notes:
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class heirarchy:
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logfunctions
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- bx_devmodel_c
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- bx_keyb_stub_c
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- bx_keyb_c
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bx_devmodel_c is an abstract class that defines standard functions that all
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devices should define, like init and reset. Each method is defined as empty
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in bx_devmodel_c so that child classes can choose to implement them or not.
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bx_keyb_stub_c declares the methods that code outside the keyboard would need
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to call, such as mouse_motion, gen_scancode, etc. It declares these methods
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virtual, and provides a minimal definition for each that just does a panic. A
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global variable pluginKeyboard initially points to an instance of
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bx_keyb_stub_c so that if you forget/fail to load the load the keyboard plugin,
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you will see these panics when the methods are called.
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bx_keyb_c is the real keyboard code. In its constructor, it changes
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pluginKeyboard to point to "this". This is equivalent to installing all
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the plugin callbacks associated with the keyboard. It also works in
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nonplugin code, which is a plus.
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hard drive read_handler. Right now the read_handler
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is a static method so it must get its object pointer from somewhere.
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1) It can get it from global variable bx_hard_drive
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2) The hard drive object can be passed in to it
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We've always used #2, so every device has methods that look like this:
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static Bit32u read_handler(void *this_ptr, Bit32u address, unsigned io_len);
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static void write_handler(void *this_ptr, Bit32u address, Bit32u value, unsi
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If/when we switch over to using virtual methods, there will no longer be
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any problem finding the this pointer. If we go that route, the this_ptr
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can be eliminated. For now, we must use the this_ptr. Otherwise we could
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never support more than one device of a given type.
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------------------------------------------
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References
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From: Tero Pulkkinen (p150650@zori.cs.tut.fi)
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Subject: Re: undefined reference to `pm virtual table'
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Newsgroups: gnu.g++.help
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Date: 1996/11/15
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> The compile goes off OK, but I get this error at link time:
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> pm.o(.text+0xa8): undefined reference to `pm virtual table'
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This error comes from that the compiler didnt make virtual function
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table for object even though there's implemented functions that use
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objects of that type(constructor for example). Probably your pm-class
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has all implemented member functions *inline* and you still have
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(pure) virtual functions inside the class.
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The creation point of virtual function table usually (dunno if g++ does that)
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is at position of first seen noninline function body of that class.
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Now if every of your function is inline, there's no place where compiler
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could make virtual function table.
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Fix is to move body of for example constructor(any member is fine) to the .cc
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file instead of keeping it in .h-file and linking that .o file to your
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executable.
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Other sollution is to remove *all* implementations of functions from header
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file. If all functions of a class are pure virtual, there's no need for
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virtual function table. (Constructor must set pointer to virtual function
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table to the object, so, if you have constructor, you'll need virtual
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function table too, even in abstract classes...)
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> Can someone help me? Thanks in advance.
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Hope this helps....
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------------------------------------------------
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Bochs x86 Pentium Emulator
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Updated: Wed Mar 27 20:02:41 2002
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Version: 1.4
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WHAT IS BOCHS?
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Bochs is a highly portable open source IA-32 (x86) PC emulator
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written in C++, that runs on most popular platforms. It includes
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emulation of the Intel x86 CPU, common I/O devices, and a custom
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BIOS. Currently, bochs can be compiled to emulate a 386, 486 or
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Pentium CPU. Bochs is capable of running most Operating Systems
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inside the emulation including Linux, Windows 95, DOS, and
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Windows NT 4. Bochs was written by Kevin Lawton and is currently
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maintained by the Bochs project at "http://bochs.sourceforge.net".
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Bochs can be compiled and used in a variety of modes, some which are
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still in development. The 'typical' use of bochs is to provide
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complete x86 PC emulation, including the x86 processor, hardware
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devices, and memory. This allows you to run OS's and software within
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the emulator on your workstation, much like you have a machine
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inside of a machine. Bochs will allow you to run Win '95
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applications on a Solaris machine with X11, for example.
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Bochs is distributed under the GNU LGPL. See COPYING for details.
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GETTING CURRENT SOURCE CODE
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Source code for Bochs is available from the Bochs home page at
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http://bochs.sourceforge.net. You can download the most recent
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release, use CVS to get the latest sources, or grab a CVS
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snapshot which is updated nightly. The releases contain the most
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stable code, but if you want the very newest features try the
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CVS version instead.
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WHERE ARE THE DOCS?
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The Bochs documentation has been overhauled, and it is now
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distributed in a separate package called bochsdoc-VERSION.tar.gz.
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A copy is also online at
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http://bochs.sf.net/doc/docbook/index.html
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For now, the old documentation can still be found at
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http://bochs.sf.net/docs-html
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WHERE CAN I GET MORE INFORMATION? HOW DO I REPORT PROBLEMS?
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Both the documentation and the Bochs website have instructions on how
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to join the bochs-developers mailing list, which is the primary
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forum for discussion of Bochs. The main page of the website also
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has links to bug reports and feature requests. You can browse and
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add to the content in these areas even if you do not have a (free)
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SourceForge account. We need your feedback so that we know what
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parts of Bochs to improve.
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There is a patches section on the web site too, if you have made
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some changes to Bochs that you want to share.
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HOW CAN I HELP?
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If you would like contribute to the Bochs project, a good first step
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is to join the bochs-developers mailing list, and read the archive
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of recent messages to see what's going on.
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If you are a technical person (can follow hardware specs, can write
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C/C++) take a look at the list of open bug reports and feature
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requests to see if you are interested in working on any of the
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problems that are mentioned in them. If you check out the CVS
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sources, make some changes, and create a patch, one of the
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developers will be very happy to apply it for you. Developers who
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frequently submit patches, or who embark on major changes in the
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source can get write access to CVS. Be sure to communicate with the
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bochs-developers list to avoid several people working on the same
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thing without realizing it.
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If you are a Bochs user, not a hardware/C++ guru, there are still
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many ways you could help out. For example:
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- improving win32 binary releases
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- building up a set of useful tools to include in those releases
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- writing/cleaning up documentation
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- testing out Bochs on every imaginable operating system and
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reporting how it goes.
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