Linked by Thom Holwerda on Thu 23rd Oct 2008 19:58 UTC, submitted by FreeGamer
BeOS & Derivatives It seems like only yesterday when due to a combination of hubris, bad business decisions, and pressure from Apple and Microsoft, Be, Inc. went under, with its assets - including the BeOS - bought up by Palm, who now store it in a filing cabinet somewhere in the attic of the company's Sunnyvale headquarters. Right after Be went under, the OpenBeOS project was started; an effort to recreate the BeOS as open source under the MIT license. This turned out to be a difficult task, and many doubted the project would ever get anywhere. We're seven years down the road now, and the persistence is paying off: the first Haiku alpha is nearer than ever.
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RE[3]: Please explain
by umccullough on Mon 27th Oct 2008 15:11 UTC in reply to "RE[2]: Please explain"
umccullough
Member since:
2006-01-26

Ok, so there are APIs listed. If there are errors in the listing, then Haiku will not be totally compatible, right? The existing BeOS programs, are they binary compatible with Haiku or do you have to recompile under Haiku first?


If there are errors in the listing, they would not be in sync with the public headers from BeOS R5 (which are still available for anyone who can install and use BeOS R5) these can be easily determined. They are the very same headers that were used to compile all BeOS software, so there's no mystery here - if the headers were wrong, the apps would fail to link, if Haiku's headers don't match R5's headers, then the binary compatibility is lost anyway.

They do not have to be recompiled unless they used something in BeOS R5 that Haiku has no re-created. There are a few APIs that were intentionally changed because they were "broken" in BeOS, but they were either the lesser-used ones, or all software utilizing them had suitable open-source replacements already and therefore did not require binary compatibility.

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