MCOS | operating-system-kernel 简单的操作系统内核 基于X86架构
kandi X-RAY | MCOS Summary
kandi X-RAY | MCOS Summary
operating-system-kernel 简单的操作系统内核 基于X86架构
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QUESTION
I am developing my Operating System.
I got error on booting my OS.
The error was:
KERNEL.BIN not found!
Here are the Codes:
Boot.asm
...ANSWER
Answered 2019-Dec-21 at 14:36If you intend on using the MIKEOS bootloader then you need to create a FAT12 formatted 1.44MiB floppy disk image to be compatible with the volume boot record (VBR) in boot.asm
. You then need to copy your KERNEL.BIN
into that image.
This process is quite simple with the mtools
package. mtools
has online documentation. This answer isn't a complete guide to using mtools
but enough to do what you need to boot. If you are using Debian or a Debian based distro like Ubuntu you can install the mtools
package as root user with:
QUESTION
This is my function to compute 3D rotation in C++ defined by an angle in radiant around axis.
...ANSWER
Answered 2017-Aug-09 at 13:24This is one of the typical problems that you can run into with float
s.
Floating point numbers are pretty exact on singular operations. In fact, for many operations you are guaranteed to get the most exact result that can be represented in the format, so any rounding errors that you get are solely due to fitting it into the representation.
However, as soon as you start chaining floating point operations, even those errors can accumulate. If you are lucky, you can make your algorithm numerically stable, so that the rounding errors cancel each other out in the end and you always stay in the ballpark of the correct result. Getting this right can be quite a challenge though, especially for complex computations. For instance, in your particular implementation, there is lots of potential for catastrophic cancellation introducing large rounding errors into the computation chain.
The easier solution is: Avoid chaining the float operations in the first place! Or to be more precise: Only chain those parts which you can keep numerically stable. Since you mentioned this is for a computer game: In a game you transform the geometry according to the camera matrix each frame. You never touch the geometry in memory, instead you simply adjust the camera matrix. That way, your source geometry is always fresh and the rounding error in each frame is simply the error from that single transformation.
Similarly, you usually don't update the camera matrix incrementally. Instead, you read the player's position and view and build the complete matrix from scratch from those vectors. Now the only challenge that you have left is make sure that you don't accumulate errors into the player position and view, but this is much easier than ensuring stability at the other end of the transformation pipeline.
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