What does your OS look like? (Screen Shots..)

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Octacone
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Re: What does your OS look like? (Screen Shots..)

Post by Octacone »

Finally implemented simple paging. New initialization screen that shows if there are any failures and if everything has loaded correctly.
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OS: Basic OS
About: 32 Bit Monolithic Kernel Written in C++ and Assembly, Custom FAT 32 Bootloader
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Re: What does your OS look like? (Screen Shots..)

Post by Haoud »

This is my OS

Image
My os in debug mode.

Image
My os in release mode

It handles multitasking, user mode, syscalls, exceptions, elf format, pagination, the IDT and the GDT, the PIC (a little, just the essential functionalities), the sedond extended file system (ext2fs) and some other nice stuff
Sorry for my English but I'm French :) .
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Re: What does your OS look like? (Screen Shots..)

Post by mariuszp »

Glidix can finally resolve hostnames using DNS! Here's a screenshot of ti resolving facebook.com and pinging it.
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Re: What does your OS look like? (Screen Shots..)

Post by pdurlej »

Image
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Octacone
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Re: What does your OS look like? (Screen Shots..)

Post by Octacone »

pdurlej wrote:Image
:mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:
OS: Basic OS
About: 32 Bit Monolithic Kernel Written in C++ and Assembly, Custom FAT 32 Bootloader
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Re: What does your OS look like? (Screen Shots..)

Post by glauxosdever »

Hi,

pdurlej wrote:Image
This screenshot looks very interesting. Reminds me a bit of old Windows.

It is some VGA mode? If not, what is the mode?

I would also like to see screenshots of the different programs.


Regards,
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Re: What does your OS look like? (Screen Shots..)

Post by pdurlej »

glauxosdever wrote:Hi,

pdurlej wrote:It is some VGA mode?
Nope, it's a 640 x 480, 32-bit color:

Image

The OS is capable of running in 16-color modes, though:

Image

Desktop with apps:

Image

Same apps, different UI theme:

Image
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Re: What does your OS look like? (Screen Shots..)

Post by Octacone »

pdurlej wrote:
glauxosdever wrote:Hi,

pdurlej wrote:It is some VGA mode?
Nope, it's a 640 x 480, 32-bit color:

Image

The OS is capable of running in 16-color modes, though:

Image

Desktop with apps:

Image

Same apps, different UI theme:

Image
Amazing work! You should crank up that resolution a bit. ;) Tell us more about your compositor. Does it have double buffer, alpha blending etc?
OS: Basic OS
About: 32 Bit Monolithic Kernel Written in C++ and Assembly, Custom FAT 32 Bootloader
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Re: What does your OS look like? (Screen Shots..)

Post by pdurlej »

octacone wrote:Amazing work! You should crank up that resolution a bit.
Image
octacone wrote:Tell us more about your compositor. Does it have double buffer, alpha blending etc?
While Nameless OS used to tripple buffer windows and do alpha blending, currently it does not.

In the current version, there is usually a single framebuffer.

Also there is a low-level window manager in the kernel and an userspace widget library.

Firstly, the userspace requests the window manager to create/destroy/move/raise windows.

When a portion of screen needs to be repainted, for example a window is closed, resized or moved, the window manager automatically determines which regions of which windows need updating. Then, the kernel sends appropriate messages to the processes involved.

The userspace processes then respond to the messages by requesting the window manager to draw graphics primitives such as a rectangle of specific color at a specific position, an image, a text, etc. The window manager automatically does clipping, when a window is partially obscured or off-screen.

The userspace can also call graphics primitives on it's own, without a redraw request from the window manager. This normally occurs when something changes in an app, for example a program running inside a command line window prints a message.

Contrary to the low-level window manager, window decorations and widgets are implemented in the Nameless OS standard library. The library handles incoming messages and responds with window manager calls.

For example, when the user pushes a mouse button in a window, a message is sent to a process that created the window. The library receives and handles the message. If a button is clicked, the library calls graphics primitives to draw a depressed button.

Screen contents are not double buffered or copied unless a window is moved, or a portion of screen is scrolled.

Lack of double/tripple buffering conserves both CPU time and memory, while the split between the simple in-kernel low-level window manager and the more complex userspace library makes the system more robust.
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Re: What does your OS look like? (Screen Shots..)

Post by max »

pdurlej wrote:... Nameless OS ...
Looks amazing, great job.
Last edited by max on Mon Aug 15, 2016 8:36 am, edited 1 time in total.
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Re: What does your OS look like? (Screen Shots..)

Post by glauxosdever »

Hi,


You have got some very nice screenshots!

I forgot to ask, however, is there some source code and/or disk images to test your OS in a virtual machine?


Regards,
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Re: What does your OS look like? (Screen Shots..)

Post by Octacone »

pdurlej wrote:
octacone wrote:Amazing work! You should crank up that resolution a bit.
Image
octacone wrote:Tell us more about your compositor. Does it have double buffer, alpha blending etc?
While Nameless OS used to tripple buffer windows and do alpha blending, currently it does not.

In the current version, there is usually a single framebuffer.

Also there is a low-level window manager in the kernel and an userspace widget library.

Firstly, the userspace requests the window manager to create/destroy/move/raise windows.

When a portion of screen needs to be repainted, for example a window is closed, resized or moved, the window manager automatically determines which regions of which windows need updating. Then, the kernel sends appropriate messages to the processes involved.

The userspace processes then respond to the messages by requesting the window manager to draw graphics primitives such as a rectangle of specific color at a specific position, an image, a text, etc. The window manager automatically does clipping, when a window is partially obscured or off-screen.

The userspace can also call graphics primitives on it's own, without a redraw request from the window manager. This normally occurs when something changes in an app, for example a program running inside a command line window prints a message.

Contrary to the low-level window manager, window decorations and widgets are implemented in the Nameless OS standard library. The library handles incoming messages and responds with window manager calls.

For example, when the user pushes a mouse button in a window, a message is sent to a process that created the window. The library receives and handles the message. If a button is clicked, the library calls graphics primitives to draw a depressed button.

Screen contents are not double buffered or copied unless a window is moved, or a portion of screen is scrolled.

Lack of double/tripple buffering conserves both CPU time and memory, while the split between the simple in-kernel low-level window manager and the more complex userspace library makes the system more robust.
Awesome! Really interesting design choice. Well done, it looks beautiful + efficient.
Is there an image to try it out?
Last edited by Octacone on Mon Aug 15, 2016 7:08 am, edited 1 time in total.
OS: Basic OS
About: 32 Bit Monolithic Kernel Written in C++ and Assembly, Custom FAT 32 Bootloader
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Re: What does your OS look like? (Screen Shots..)

Post by Octacone »

My text manager is coming along nicely.
Finished porting font that BIOS uses (only uppercase at the moment, still need to port lowercase and symbols).
This was a huge pain in the a**. Had to draw/code every character pixel by pixel. I've been doing that for the past 7 hours.
I guess it will take me extra 20 hours to finish the rest. ;)
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OS: Basic OS
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Re: What does your OS look like? (Screen Shots..)

Post by Roman »

Why don't you just write a bitmap font parser for an existing format?
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Re: What does your OS look like? (Screen Shots..)

Post by max »

Roman wrote:Why don't you just write a bitmap font parser for an existing format?
Why not port freetype2? ;) It's much easier than it sounds.
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