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I am wondering about operating systems on where they are made. Just like windows, what is the programming language that Mr. Bill Gates used to achieved that OS. Any answers are welcome.
..operating systems..where they are made?
In the minds of outstanding fearless guys with their hands during endless sleepless nights and days while influenced by shining inspiration
..Windows, what is the programming language that Mr.Bill Gates used..?
History of Windows is long story. Some assembly language, some C, some C++, some shell scripting languages, combined together it is joint effort resulting in several millions of lines of code.
Taking into account that average developer can produce only a few lines of code per day, success of this project can not be easily repeated using scenario where one smart guy picks the right programming language and one day the sun shines and that guy becomes rich and happy and the world stands still with mouth wide open (I guess that was the original idea behind your question)
..what is the programming language that Mr. Bill Gates used to achieved that OS?
According to Wikipedia: DOS the OS sold by Mr.Bill Gates was actually developed by Mr.Tim Paterson and the historical articles available at his site indicate that it was written in assembly language
Even today, there are some cool guys able to create complete OS with GUI and networking etc. in assembly language, like those behind the MenuetOS.net project.
And then there are another cool guys able to create complete OS in C, like Mr.Linus Torvalds and his https://github.com/torvalds/linux
And then there are guys able to create complete computer as an environment supporting imagination built from visions and dreams with OS and applications and development environment and everything, like those behind the Squeak project which is based on the smalltalk language
...to be continued by ?...
Although your question seems like too broad without any research effort shown, I find it actually very good question. Every programmer needs to answer this question to (him/her)self one day, somehow. Hope that helps
In addition to really good answers, I want to share an interesting project about the topic. A project called COSMOS let you create your very own operating system by using C# language. Of course, there was no C# and COSMOS at the time when Bill Gates and his friends create their OS.
Check the link below.
https://cosmos.codeplex.com/
An Instructable is written for this. You can apply these step to create yours.
http://www.instructables.com/id/Make-A-Simple-Operating-System/?utm_source=base&utm_medium=related-instructables&utm_campaign=related_test
I'm moving away from strict Android development and wanting to create iPhone applications. My understanding is that I can code the backend of iOS applications in C/C++ and also that I can use the NDK to include C/C++ code in Android apps. My question however is how? I've googled quite a bit and I can't find any clear and concise answers.
When looking at sample code for the NDK, it seems that all the function names etc. are Android (or at least Java) specific and so I would not be able to use this C/C++ backend to develop an iPhone frontend?
I'd appreciate some clarification on this issue and if at all available some code to help me out? (even just a simple Hello World that reads a string from a C/C++ file and displays it in an iOS and Android app).
Thanks guys
Chris
Note that I almost exclusively work on "business/utility/productivity" applications; things that rely heavily on fairly standard UI elements and expect to integrate well with their platform. This answer reflects that. See Mitch Lindgren's comment to Shaggy Frog's answer for good comments for game developers, who have a completely different situation.
I believe #Shaggy Frog is incorrect here. If you have effective, tested code in C++, there is no reason not to share it between Android and iPhone, and I've worked on projects that do just that and it can be very successful. There are dangers that should be avoided, however.
Most critically, be careful of "lowest common denominator." Self-contained, algorithmic code, shares very well. Complex frameworks that manage threads, talk on the network, or otherwise interact with the OS are more challenging to do in a way that doesn't force you to break the paradigms of the platform and shoot for the LCD that works equally badly on all platforms. In particular, I recommend writing your networking code using the platform's frameworks. This often requires a "sandwich" approach where the top layer is platform-specific and the very bottom layer is platform-specific, and the middle is portable. This is a very good thing if designed carefully.
Thread management and timers should also be done using the platform's frameworks. In particular, Java uses threads heavily, while iOS typically relies on its runloop to avoid threads. When iOS does use threads, GCD is strongly preferred. Again, the solution here is to isolate the truly portable algorithms, and let platform-specific code manage how it gets called.
If you have a complex, existing framework that is heavily threaded and has a lot of network or UI code spread throughout it, then sharing it may be difficult, but my recommendation still would be to look for ways to refactor it rather than rewrite it.
As an iOS and Mac developer who works extensively with cross-platform code shared on Linux, Windows and Android, I can say that Android is by far the most annoying of the platforms to share with (Windows used to hold this distinction, but Android blew it away). Android has had the most cases where it is not wise to share code. But there are still many opportunities for code reuse and they should be pursued.
While the sentiment is sound (you are following the policy of Don't Repeat Yourself), it's only pragmatic if what you can share that code in an efficient manner. In this case, it's not really possible to have a "write once" approach to cross-platform development where the code for two platforms needs to be written in different languages (C/C++/Obj-C on iPhone, Java for Android).
You'll be better off writing two different codebases in this case (in two different languages). Word of advice: don't write your Java code like it's C++, or your C++ code like it's Java. I worked at a company a number of years ago who had a product they "ported" from Java to C++, and they didn't write the C++ code like it was C++, and it caused all sorts of problems, not to mention being hard to read.
Writing a shared code base is really practical in this situation. There is some overhead to setting up and keeping it organized, but the major benefits are these 1) reduce the amount of code by sharing common functionality 2) Sharing bug fixes to the common code base. I'm currently aware of two routes that I'm considering for a project - use the native c/c++ (gains in speed at the expense of losing garbage collection and setting targets per processor) or use monodroid/monotouch which provide c# bindings for each os's platform functionality (I'm uncertain of how mature this is.)
If I was writing a game using 3d I'd definitely use approach #1.
I posted this same answer to a similar question but I think it's relevant so...
I use BatteryTech for my platform-abstraction stuff and my project structure looks like this:
On my PC:
gamename - contains just the common code
gamename-android - holds mostly BatteryTech's android-specific code and Android config, builders point to gamename project for common code
gamename-win32 - Just for building out to Windows, uses code from gamename project
On my Mac:
gamename - contains just the common code
gamename-ios - The iPhone/iPad build, imports common code
gamename-osx - The OSX native build. imports common code.
And I use SVN to share between my PC and Mac. My only real problems are when I add classes to the common codebase in Windows and then update on the mac to pull them down from SVN. XCode doesn't have a way to automatically add them to the project without scripts, so I have to pull them in manually each time, which is a pain but isn't the end of the world.
All of this stuff comes with BatteryTech so it's easy to figure out once you get it.
Besides using C/C++ share so lib.
If to develop cross-platform apps like game, suggest use mono-based framework like Unity3D.
Else if to develop business apps which require native UI and want to share business logic code cross mobile platforms, I suggest use Lua embedded engine as client business logic center.
The client UI is still native and get best UI performance. i.e Java on Android and ObjectC on iOS etc.
The logic is shared with same Lua scripts for all platform.
So the Lua layer is similar as client services (compare to server side services).
-- Anderson Mao, 2013-03-28
Though I don't use these myself as most of the stuff I write won't port well, I would recommend using something like Appcelerator or Red Foundry to build basic applications that can then be created natively on either platform. In these cases, you're not writing objective-c or java, you use some kind of intermediary. Note that if you move outside the box they've confined you to, you'll need to write your own code closer to the metal.
I'm net-java developer with some small projects implemented. I'm going to start a new project which is portal with many typical features (posts, comments, messaging, users, catalog, news, galleries, etc).
I believe the best solution would be use any mature CMS (joomla, drupal...) and customize it where needed. The problem is that I'm not familiar with PHP (CMS written on PHP has far better set of features, plugins, community, information I believe) I'm not planning to learn PHP, I want to improve my java-net skills.
So the question for me is:
write all by myself, improving my programming skills and risking to finish my project in relatively long period
on the other hand
I could spend some time learning tools and languages, which I think while, I don't need in the future and more likely finish my project in some shorter time
what would you advise?
Learning another language will not hurt you, and as most of the differences are in syntax and supporting libraries, you would be surprised at how quickly you can pick up a new language.
Your choice should be on what language is best for the task, not simply the one you know.
So, my suggestion is - learn PHP and go with a mature CMS.
A LOT of effort goes into developing a CMS, so writing your own will likely take some time. Put together a project plan and work out how long it would take you to develop something from scratch, then do some research on existing CMS packages and how they fit your needs.
I'm a .NET developer but have used Joomla in the past - it's actually quite easy to put together a website even if you're not too familiar with PHP.
Better yet, find a CMS package in your preferred language - they oughta be some out there.
i.e.
http://java-source.net/open-source/content-managment-systems
Learning new tools is seldom a waste of time. Especially not when it comes to such well known and world wide spread languages such as php. I would say it's best using the tools most suited for the project you're up to, rather than reinventing the wheel.
You should take a good look at your requirements. If you're sure you can get them all from a CMS, that makes most sense. Take a good look at the compatibility and reliability of all components.
Otherwise, you might be better served by a .net or java CMS.
Writing your own CMS without having extensive experience in the current available ones is not going to lead to a good result, except for you learning some programming skills.
If you don't have a "due date" for your project write it by yourself.
Or take a look at http://www.opencms.org/en/ ;)
There are a lot of opensource CMS written in Java ;)
Even if you don't write in PHP again, the benefit of knowing another programming language is going to give you some valuable perspective on net-java.
The task of learning a new language is going to be an asset. Learning to learn something. Identifying what you need to know and how to find the answers is a transferable skill.
Your job will be to complete your project in the most efficient manner with the highest quality output practical. Use the tool that is going to best help you achieve this. The language it's written in should be largely irrelevant.
Why did Apple decide to use Objective-C for the iPhone SDK and not C++?
It seems strange to me that they would not have chosen a language more popular than Objective-C. Is it because wanted to have something unique in their application which is not otherwise in general use?
Apple merged with NeXT in the '90s and Mac OS X was made from NeXT's operating system, NeXTSTEP. Objective-C was the official language of NeXTSTEP's application frameworks, which became Mac OS X's Cocoa. Mac OS X was then adapted into the iPhone OS, and Cocoa was made into Cocoa Touch. Objective-C has held up pretty well all along the way, and a lot of Cocoa's features would be difficult to translate into C++.
So essentially, it all comes from NeXT.
Objective C began life in 1983 I believe, created by Brad Cox and Tom Love. The idea of Objective-C was to take the purity and low-level control of C and merge that with true object-oriented features that would allow companies to customize system libraries that could communicate with the OOP layer of Obj-C. Essentially, it worked. Obj-C is a strict superset of C, unlike C++ which is most of C, but with many differences.
When Steve Jobs founded NeXT Computer (1985), he brought in some of his former Apple team and others. His best programmers were interested in using a language that expanded on C with the same speed benefits and system control. They chose Objective-C. NeXT eventually wrote many libraries and methods for the base language. These all begin with NS for Next Step. This was the name of the NeXT OS. By 1989 the Next Step OS was considered to be vastly superior to MS Windows or Mac OS, and many computer companies wanted to license it badly. Jobs simply didn't want to go in that direction.
Once Apple wised up and brought Steve Jobs back into the fold (1996), the infusion of Next Step OS into the new Mac OS X was really the key to Apple reviving its software and its programming strategy.
While C++ remains a truly excellent and powerful language, I find that Objective C has less flaws (just my opinion), and Apple's continued work on Cocoa libraries has made the Obj-C language a truly modern power with C underpinnings. Is it better than Java? Not sure. But for what it is primarily designed for (Mac OS, iOS) it is astonishingly good, if a bit overly verbose.
The greatest criticism of Obj-C is the syntactical styling, but any programmer that truly learns the language will quickly learn of its amazing power and seemless fit with all things Mac, iPhone, iPad.
Will any other platforms ultimately adopt Obj-C? not sure, but doubtful. But the Cocoa libraries are truly wonderful.
It's because Objective C has been the de facto language for Mac OS X development before it was Mac OS X. When Jobs left Apple to set up NeXT, the language Objective C was developed as a specific language that wasn't C++ and avoided many of its pitfalls. It therefore makes sense that any portable or consumer equipment (including Apple TV) use Objective C as their primary development language, and dropping down to the underlying C layer when needed for performance or interface issues.
Objective-C adds object oriented programming to C. It was used for NeXT, upon which a lot of OSX is derived. It supports all of C, and is simpler than C++.
http://discussions.apple.com/thread.jspa?threadID=2091191
Note that Objective-C is not a new language. It's been around since 1986 - well before Java or C#!
It has been in general use ever since NeXT, many real-world applications are around that make use of it.
Apple answered this very question here in 2010:
The Objective-C language was chosen for a variety of reasons. First
and foremost, it’s an object-oriented language. The kind of
functionality that’s packaged in the Cocoa frameworks can only be
delivered through object-oriented techniques. Second, because
Objective-C is an extension of standard ANSI C, existing C programs
can be adapted to use the software frameworks without losing any of
the work that went into their original development. Because
Objective-C incorporates C, you get all the benefits of C when working
within Objective-C. You can choose when to do something in an
object-oriented way (define a new class, for example) and when to
stick to procedural programming techniques (define a structure and
some functions instead of a class).
Moreover, Objective-C is a fundamentally simple language. Its syntax
is small, unambiguous, and easy to learn. Object-oriented programming,
with its self-conscious terminology and emphasis on abstract design,
often presents a steep learning curve to new recruits. A
well-organized language like Objective-C can make becoming a
proficient object-oriented programmer that much less difficult.
Compared to other object-oriented languages based on C, Objective-C is
very dynamic. The compiler preserves a great deal of information about
the objects themselves for use at runtime. Decisions that otherwise
might be made at compile time can be postponed until the program is
running. Dynamism gives Objective-C programs unusual flexibility and
power. For example, it yields two big benefits that are hard to get
with other nominally object-oriented languages:
Objective-C supports an open style of dynamic binding, a style that
can accommodate a simple architecture for interactive user interfaces.
Messages are not necessarily constrained by either the class of the
receiver or even the method name, so a software framework can allow
for user choices at runtime and permit developers freedom of
expression in their design. (Terminology such as dynamic binding,
message, class, and receiver are explained in due course in this
document.) Dynamism enables the construction of sophisticated
development tools. An interface to the runtime system provides access
to information about running applications, so it’s possible to develop
tools that monitor, intervene, and reveal the underlying structure and
activity of Objective-C applications.
Historical note: As a language, Objective-C has a long history. It was
created at the Stepstone company in the early 1980s by Brad Cox and
Tom Love. It was licensed by NeXT Computer Inc. in the late 1980s to
develop the NeXTStep frameworks that preceded Cocoa. NeXT extended the
language in several ways, for example, with the addition of protocols.
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I am planning to develop an operating system for the x86 architecture.
What options of programming languages do I have?
What types of compilers are there available, preferably on a Windows environment?
Are there any good sources that will help me learn more about operating system development?
Is it better to test my operating system on a Virtual Machine or on physical hardware?
Any suggestions?
For my final year project in collage I developed a small x86 OS with a virtual memory manager, a virtual file system and fully preemptive multitasking. I made it open source and the code is heavily commented, check out its source forge page at:
https://github.com/stephenfewer/NoNameOS
From my experience I can recommend the following:
You will need x86 assembly language for various parts, this in unavoidable, but can be kept to a minimum. Fairly quickly you will get running C code, which is a proven choice for OS development. Once you have some sort of memory manager available you can go into C++ if you like (you need some kind of memory manager for things like new and delete).
No matter what language you choose you will still need assembly & C to bring a system from boot where the BIOS leaves you into any useable form.
Ultimately, the primary language you choose will depend on the type of OS you want to develop.
My development environment was the Windows port of the GNU development tools DJGPP along with the NASM assembler. For my IDE I used IBM's Eclipse with the CDT plugin which provides a C/C++ development environment within Eclipse.
For testing I recommend BOCHS, an open source x86 PC emulator. It lets you boot up your OS quickly which is great for testing and can be integrated into eclipse so you can build and run your OS at the push of a button. I would also recommend using both VMWare and a physical PC occasionally as you can pick up on some subtle bugs that way.
P.S. OS development is really fun but is very intensive, mine took the best part of 12 months. My advice is to plan well and your design is key! enjoy :)
Language and compiler depend entirely on what you're attempting to accomplish. I would suggest, though, that you might be approaching the problem from too low a level.
There are materials out there on operating system fundamentals. MIT has OpenCourseware on the subject. Read through Andrew Tannenbaum's Operating Systems series, and look at things like Minix.
Get an idea for what's out there. Start tinkering with things. Borrow ideas, and see where they go. You can reinvent the wheel if you really want, but you'll learn more by building on the works of others.
It doesn't really matter, what language you choose. If the language is Turing-complete, then you can write an OS in it.
However, the expressiveness of the language will make certain kinds of designs very easy or very hard to implement. For example, the "liveliness" and dynamism of the old Smalltalk OSs depends on the fact that they are implemented in Smalltalk. You could do that in C, too, but it would probably be so hard that you wouldn't even think about it. JavaScript or Ruby OTOH would probably be a great fit.
Microsoft Research's Singularity is another example. It simply couldn't be implemented in anything other than Sing#, Spec# and C# (or similar languages), because so much of the architecture is dependent on the static type safety and static verifiability of those languages.
One thing to keep in mind: the design space for OSs implemented in C is pretty much fully explored. There's literally thousands of them. In other languages, however, you might actually discover something that nobody has discovered before! There's only about a dozen or so OSs written in Java, about half a dozen in C#, something on the order of two OSs in Haskell, only one in Python and none in Ruby or JavaScript.
Try writing an OS in Erlang or Io, and see how that influences your thinking about Operating Systems!
There is an OS course offered at the University of Maryland that utilizes GeekOS. This is a small, extensively commented OS designed for educational purposes which can be run using the Bochs or QEMU emulators.
For an example of how it is used in a course, check out a previous offering of the course at the class webpage. There, you will find assignments where you have to add different functionality to GeekOS.
Its a great way to get familiar with a small and simple OS that runs on the x86 architecture.
You might want to look up XINU. it's a tiny OS for x86 that isn't really used for anything other than to be dissected by students.
Use ANSI C, and start off with an emulator.
When you port over to a real machine, there will be some assembler code. Context switching and interrupt handling (for instance) is easier to write in assembler.
Andy Tannenbaum has written a good book on OS. Many other good ones exist.
Good luck! There is nothing quite like haveing written your own OS, however small.
Also check out the OSDev.org which have all information you need to get started.
I've done that once for a 386SX, which was on a PCI board. A good source on how to start a X86 cpu in protected mode is the source code of linux. It's just a few assembly statements. After that you can use gcc to compile your C code. The result is objectcode in ELF format. I wrote my own linker, to make a program out of the objectcode. And yes, it worked! Good luck.
Be sure to check out the answers to my question:
How to get started in operating system development
Without a doubt, I'd use Ada. It's the best general-purpose systems-programming language I have come across, bar none. One example, Ada's much better for specifying bit layout of objects in a record than C. Ada also supports overlaying records on specific memory locations. C requires you to play with pointers to acheive the same effect. That works, but is more error-prone. Ada also has language support for interrupts.
Another: Safety. Ada defaults to bound checking array assignments, but allows you to turn it off when you need it. C "defaults" to no bound checking on arrays,so you have to do it yourself manually whenever you want it. Time has shown that this is not the right default. You will forget one where it is needed. Buffer overflow exploits are the single most common security flaw used by crackers. They have whole websites explainng how to find and use them.
As for learning about doing this, the two books I'm aware of are XINU (Unix backwards, nothing to do with Scientology), and Project Oberon. The first was used in my Operating Systems graduate course, and the second was written by Nikalus Wirth, creator of Pascal.
If you are making a full OS, you will need to use a range of languages. I would expect Assembly, C and C++ at the very least.
I would use a Virtual Machine for most of the testing.
C most probably...all major OS-es have been written in C/C++ or Objective-C(Apple)
If you want write an OS then you need a couple of people. A OS can not write a single people. I think it is better to work on existing OS projects
Reactos --> C, Assembler
SharpOS --> C#
JNode --> Java
This is only a short list of OS projects. How you can see there is a project for every possible language.