[haiku-development] Re: Developing in kernel code - advice needed

  • From: Mikhail Panasyuk <otoko@xxxxxxxxx>
  • To: haiku-development@xxxxxxxxxxxxx
  • Date: Sat, 05 Dec 2009 15:03:03 +0300

05.12.09, 08:58, "André Braga" <meianoite@xxxxxxxxx>:

> Em 05/12/2009, às 08:29, Mikhail Panasyuk  escreveu:
>  > While experimenting with scheduler I create additional structures  
>  > which require additional memory. Is there any limits for the memory  
>  > size I can utilize?
>  
>  Welcome to the kernel (debugging) land! ;)
>  
[skiped]  

Thanks!

>  > But if I combine all stuctures in one big structure it would panic  
>  > on system boot. Or it would sometimes panic, sometimes not.
>  It would be rather more helpful if you posted the code that doesn't  
>  work rather than the part that does ;)

Will do next time. Not working code didn't survive this time.
  
>  > 2) I'd like to use some  functions in scheduler, at least pow 
>  > (). What changes should make in Jamfiles?
>  
>  Forget about math.h, been there, done that, gave up. You'll have  
>  interrupts off, and while I believe that Haiku saves the FPU context  
>  on switch (Axel?), I tried (and documented having tried) that approach  
>  of using an exponential to calculate skipping, and and it was not only  
>  the wrong approach, but complete overkill.
>  
>  If you want to improve the skipping situation (or should I say  
>  starvation situation) you don't need a more complex algorithm to  
>  implement some really smart skipping criteria; you need better data  
>  structures to ensure fairness thus avoiding starvation.
>  
>  I'm only saying this because I tried exactly the same approach before  
>  (check my [rather old at this point] blog posts): your model is  
>  probably wrong at this point. Try another approach.

I need pow() for so-called 'adaptive' fair algorithm. pow() used rarely and 
only in one place...
OK, if not possible I'll try other approaches.
  
>  I really should resume posting articles (and, well, code) about my  
>  scheduler design. So much has changed since those blog posts.

Sorry, I've not read your articles but will do :)

Thanks,
Mikhail.

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