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GET /api/translations/documentation/articleslinux-emulation_index/zh_CN/units/?format=api&page=2
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                "What is Linux(R)"
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                "Linux(R) development started in 1991 as a hobbyist project at University of Helsinki in Finland.  Since then it has obtained all the features of a modern UNIX(R)-like OS: multiprocessing, multiuser support, virtual memory, networking, basically everything is there.  There are also highly advanced features like virtualization etc."
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                "As of 2006 Linux(R) seems to be the most widely used open source operating system with support from independent software vendors like Oracle, RealNetworks, Adobe, etc.  Most of the commercial software distributed for Linux(R) can only be obtained in a binary form so recompilation for other operating systems is impossible."
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                "Most of the Linux(R) development happens in a Git version control system.  Git is a distributed system so there is no central source of the Linux(R) code, but some branches are considered prominent and official.  The version number scheme implemented by Linux(R) consists of four numbers A.B.C.D.  Currently development happens in 2.6.C.D, where C represents major version, where new features are added or changed while D is a minor version for bugfixes only."
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                "More information can be obtained from [3]."
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                "Linux(R) follows the traditional UNIX(R) scheme of dividing the run of a process in two halves: the kernel and user space.  The kernel can be entered in two ways: via a trap or via a syscall.  The return is handled only in one way.  The further description applies to Linux(R) 2.6 on the i386(TM) architecture.  This information was taken from [2]."
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                "Syscalls in Linux(R) are performed (in userspace) using `syscallX` macros where X substitutes a number representing the number of parameters of the given syscall.  This macro translates to a code that loads `%eax` register with a number of the syscall and executes interrupt `0x80`.  After this syscall return is called, which translates negative return values to positive `errno` values and sets `res` to `-1` in case of an error.  Whenever the interrupt `0x80` is called the process enters the kernel in system call trap handler.  This routine saves all registers on the stack and calls the selected syscall entry.  Note that the Linux(R) calling convention expects parameters to the syscall to be passed via registers as shown here:"
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                "The code that implements man:pthread_create[3] in NPTL defines the clone flags like this:"
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                "| CLONE_CHILD_CLEARTID | CLONE_SYSVSEM\n#if __ASSUME_NO_CLONE_DETACHED == 0\n"
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                "| CLONE_DETACHED\n#endif\n"
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                "| 0);\n"
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                "The `CLONE_SIGNAL` is defined like"
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                "the last 0 means no signal is sent when any of the threads exits."
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                "What is emulation"
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                "According to a dictionary definition, emulation is the ability of a program or device to imitate another program or device.  This is achieved by providing the same reaction to a given stimulus as the emulated object.  In practice, the software world mostly sees three types of emulation - a program used to emulate a machine (QEMU, various game console emulators etc.), software emulation of a hardware facility (OpenGL emulators, floating point units emulation etc.) and operating system emulation (either in kernel of the operating system or as a userspace program)."
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                "Emulation is usually used in a place, where using the original component is not feasible nor possible at all.  For example someone might want to use a program developed for a different operating system than they use.  Then emulation comes in handy.  Sometimes there is no other way but to use emulation - e.g. when the hardware device you try to use does not exist (yet/anymore) then there is no other way but emulation.  This happens often when porting an operating system to a new (non-existent) platform.  Sometimes it is just cheaper to emulate."
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                "Looking from an implementation point of view, there are two main approaches to the implementation of emulation.  You can either emulate the whole thing - accepting possible inputs of the original object, maintaining inner state and emitting correct output based on the state and/or input.  This kind of emulation does not require any special conditions and basically can be implemented anywhere for any device/program.  The drawback is that implementing such emulation is quite difficult, time-consuming and error-prone.  In some cases we can use a simpler approach.  Imagine you want to emulate a printer that prints from left to right on a printer that prints from right to left.  It is obvious that there is no need for a complex emulation layer but simply reversing of the printed text is sufficient.  Sometimes the emulating environment is very similar to the emulated one so just a thin layer of some translation is necessary to provide fully working emulation! As you can see this is much less demanding to implement, so less time-consuming and error-prone than the previous approach.  But the necessary condition is that the two environments must be similar enough.  The third approach combines the two previous.  Most of the time the objects do not provide the same capabilities so in a case of emulating the more powerful one on the less powerful we have to emulate the missing features with full emulation described above."
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