3fddc40727
current license information and adapted to the FreeBSD build environment before they will build. Approved by: David Taylor <davidt@caldera.com>
236 lines
7.5 KiB
Plaintext
236 lines
7.5 KiB
Plaintext
.\" This module is believed to contain source code proprietary to AT&T.
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.\" Use and redistribution is subject to the Berkeley Software License
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.\" Agreement and your Software Agreement with AT&T (Western Electric).
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.\"
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.\" @(#)p5 8.1 (Berkeley) 6/8/93
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.\"
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.\" $FreeBSD$
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.SH
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VII. TRAPS
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.PP
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The \*sPDP\*n-11 hardware detects a number of program faults,
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such as references to non-existent memory, unimplemented instructions,
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and odd addresses used where an even address is required.
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Such faults cause the processor to trap to a system routine.
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Unless other arrangements have been made,
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an illegal action causes the system
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to terminate the process and to write its
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image
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on file
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.UL core
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in the current directory.
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A debugger can be used to determine
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the state of the program at the time of the fault.
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.PP
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Programs that are looping, that produce unwanted output, or about which
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the user has second thoughts may be halted by the use of the
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.UL interrupt
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signal, which is generated by typing the ``delete''
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character.
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Unless special action has been taken, this
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signal simply causes the program to cease execution
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without producing a
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.UL core
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file.
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There is also a
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.UL quit
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signal
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used to force an image file to be produced.
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Thus programs that loop unexpectedly may be
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halted and the remains inspected without prearrangement.
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.PP
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The hardware-generated faults
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and the interrupt and quit signals
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can, by request, be either ignored or caught by a process.
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For example,
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the \&shell ignores quits to prevent
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a quit from logging the user out.
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The editor catches interrupts and returns
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to its command level.
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This is useful for stopping long printouts
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without losing work in progress (the editor
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manipulates a copy of the file it is editing).
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In systems without floating-point hardware,
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unimplemented instructions are caught
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and floating-point instructions are
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interpreted.
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.SH
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VIII. PERSPECTIVE
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.PP
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Perhaps paradoxically,
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the success of
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the
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.UX
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system
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is largely due to the fact that it was not
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designed to meet any
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predefined objectives.
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The first version was written when one of us
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(Thompson),
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dissatisfied with the available computer facilities,
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discovered a little-used \*sPDP\*n-7
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and set out to create a more
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hospitable environment.
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This (essentially personal) effort was
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sufficiently successful
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to gain the interest of the other author
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and several colleagues,
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and later to justify the acquisition
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of the \*sPDP\*n-11/20, specifically to support
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a text editing and formatting system.
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When in turn the 11/20 was outgrown,
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the system
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had proved useful enough to persuade management to
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invest in the \*sPDP\*n-11/45,
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and later in the
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\*sPDP\*n-11/70 and Interdata 8/32 machines,
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upon which it developed to its present form.
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Our goals throughout the effort,
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when articulated at all, have always been to build
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a comfortable relationship with the machine
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and to explore ideas and inventions in operating systems
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and other software.
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We have not been faced with the need to satisfy someone
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else's requirements,
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and for this freedom we are grateful.
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.PP
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Three considerations that influenced the design of
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.UX
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are visible in retrospect.
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.PP
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First:
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because we are programmers,
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we naturally designed the system to make it easy to
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write, test, and run programs.
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The most important expression of our desire for
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programming convenience
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was that the system
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was arranged for interactive use,
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even though the original version only
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supported one user.
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We believe that a properly designed
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interactive system is much more
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productive
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and satisfying to use than a ``batch'' system.
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Moreover, such a system is rather easily
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adaptable to noninteractive use, while the converse is not true.
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.PP
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Second:
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there have always been fairly severe size constraints
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on the system and its software.
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Given the partially antagonistic desires for reasonable efficiency and
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expressive power,
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the size constraint has encouraged
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not only economy, but also a certain elegance of design.
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This may be a thinly disguised version of the ``salvation
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through suffering'' philosophy,
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but in our case it worked.
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.PP
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Third: nearly from the start, the system was able to, and did, maintain itself.
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This fact is more important than it might seem.
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If designers of a system are forced to use that system,
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they quickly become aware of its functional and superficial deficiencies
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and are strongly motivated to correct them before it is too late.
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Because all source programs were always available
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and easily modified on-line,
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we were willing to revise and rewrite the system and its software
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when new ideas were invented, discovered,
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or suggested by others.
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.PP
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The aspects of
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.UX
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discussed in this paper exhibit clearly
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at least the first two of these
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design considerations.
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The interface to the file
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system, for example, is extremely convenient from
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a programming standpoint.
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The lowest possible interface level is designed
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to eliminate distinctions
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between
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the various devices and files and between
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direct and sequential access.
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No large ``access method'' routines
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are required
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to insulate the programmer from the
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system calls;
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in fact, all user programs either call the system
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directly or
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use a small library program, less than a page long,
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that buffers a number of characters
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and reads or writes them all at once.
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.PP
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Another important aspect of programming
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convenience is that there are no ``control blocks''
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with a complicated structure partially maintained by
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and depended on by the file system or other system calls.
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Generally speaking, the contents of a program's address space
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are the property of the program, and we have tried to
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avoid placing restrictions
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on the data structures within that address space.
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.PP
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Given the requirement
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that all programs should be usable with any file or
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device as input or output,
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it is also desirable
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to push device-dependent considerations
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into the operating system itself.
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The only alternatives seem to be to load,
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with all programs,
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routines for dealing with each device,
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which is expensive in space,
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or to depend on some means of dynamically linking to
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the routine appropriate to each device when it is actually
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needed,
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which is expensive either in overhead or in hardware.
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.PP
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Likewise,
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the process-control scheme and the command interface
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have proved both convenient and efficient.
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Because the \&shell operates as an ordinary, swappable
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user program,
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it consumes no ``wired-down'' space in the system proper,
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and it may be made as powerful as desired
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at little cost.
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In particular,
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given the framework in which the \&shell executes
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as a process that spawns other processes to
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perform commands,
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the notions of I/O redirection, background processes,
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command files, and user-selectable system interfaces
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all become essentially trivial to implement.
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.SH
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Influences
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.PP
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The success of
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.UX
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lies
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not so much in new inventions
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but rather in the full exploitation of a carefully selected
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set of fertile ideas,
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and especially in showing that
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they can be keys to the implementation of a small
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yet powerful operating system.
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.PP
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The
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.UL fork
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operation, essentially as we implemented it, was
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present in the \*sGENIE\*n time-sharing system.
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.[
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lampson deutsch 930 manual 1965 system preliminary
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.]
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On a number of points we were influenced by Multics,
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which suggested the particular form of the I/O system calls
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.[
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multics input output feiertag organick
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.]
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and both the name of the \&shell and its general functions.
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The notion that the \&shell should create a process
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for each command was also suggested to us by
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the early design of Multics, although in that
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system it was later dropped for efficiency reasons.
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A similar scheme is used by \*sTENEX\*n.
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.[
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bobrow burchfiel tenex
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.]
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