Ms Dos Io.sys
Seducity Game Schedule. These were the times where you wrote programs in plain C or assembler. In both cases, strings were static byte (“char”) arrays, with a fixed length. A parser was usually a fixed-length string buffer plus a state machine. You read one line from the input file, parse and/or modify it, write it to the output file, and update the machine’s state. After finishing, you delete the original file and replace it with the modified one.
Take control of your Windows 95/98/ME machine at DOS level! After all Windows 95/98/ME is a. Depends on the good ol' MS-DOS 7.xx TSR modules (IO.SYS.
That way, you could process arbitrary sized files using a very limited amount of memory. If the buffer is 80 bytes long (who would ever write a line longer than the screen’s width?) and the program didn’t handle errors correctly, you can guess what happens with longer lines:-). Need is pretty much what dictates the complexity of a system, especially the constraints. When the software community is small, well, you slap a compatibility shim into the OS to virtualize SYSTEM.INI file access and don’t dignify it with such a long word as “virtualize”. Camisas Azules Manos Negras Libro Pdf there. For a medium community, NTFS permissions, UAC and write virtualization would do fine. For a large community, it is application virtualization all the way!
No app sees anything beyond its sandbox, hardware access needs permissions, etc. Why would an app need to see the whole file system anyway, when it is not supposed to bother with it? That was my point.
Coding decisions that nowadays would give us goosebumps, were perfectly understandable 20-30 years ago. Because of the limited machine resources, scarce documentation, and little need of forward (or backward) compatibility. There were very few programming taxes back then (and even those would go unpaid most times). For example, many games of the era simply instructed to boot the system from a clean boot diskette if the current installation of DOS didn’t leave enough free conventional memory for the game to run. The developers could have adjusted the game so it ran with 550 KB of free conventional memory, but instead many of them required 600 KB (or even 620!), and left the burden on the users. And, for the ones too young to remember MemMaker or QEMM Optimize, it was often difficult to get over the 620 KB line But that’s another story, and it must be told at another time.