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Chapter 3: Processes

Chapter 3: Processes. Revised and updated by David Sarne. Introduction. Early computer systems: Allowed only one program to be executed at a time This program had a complete control over the system and its resources Today:

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Chapter 3: Processes

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  1. Chapter 3: Processes Revised and updated by David Sarne

  2. Introduction • Early computer systems: • Allowed only one program to be executed at a time • This program had a complete control over the system and its resources • Today: • Multiple programs can be loaded into memory and executed concurently • Requires firmer control

  3. Objectives • To introduce the notion of a process -- a program in execution, which forms the basis of all computation • To describe the various features of processes, including scheduling, creation and termination, and communication • To describe communication in client-server systems

  4. Process Concept • Textbook uses the terms job and process almost interchangeably • An operating system executes a variety of programs: • Batch system – jobs • Time-shared systems – user programs or tasks • Running processes are either: • Operating system processes executing system code • User processes executing user code • Process – a program in execution; • Program (executable) – passive entity in the disk • Process – active entity • Process execution must progress in sequential fashion • A process includes: • program counter • Stack and heap • Text and data section

  5. Process in Memory Usually temporary data (such as function parameters, return addresses, and local variables) – stored for a short amount of time in memory Dynamically allocated during process run-time Global variables compiled code of the program

  6. Program and Process • Two processes may be associated with the same program: • Two separate execution sequences • Text sections are equivalent, however data, heap and stack sections vary Program Difference in size and content Difference in size and content Difference content program counter program counter

  7. Process State • As a process executes, it changes state • new: The process is being created • running: Instructions are being executed • waiting: The process is waiting for some event to occur (e.g., I/O completion) • ready: The process is waiting to be assigned to a processor • terminated: The process has finished execution momentary states Names vary across operating systems How many processes can we have in each status?

  8. Diagram of Process State

  9. Process Control Block (PCB) Information associated with each process • Process state • Program counter – address of next instruction • CPU registers • CPU scheduling information –e.g., process priority, pointers to scheduling queues • Memory-management information – value of base and limit registers, page or segment tables • Accounting information • I/O status information – list of open files, I/O devices allocated to the process

  10. CPU Switch From Process to Process

  11. Process Scheduling Queues • The goal – to have some process running at all times to maximize CPU utilization • To meet this goal we use a process scheduler • Job queue – set of all processes in the system (this is where all processes go upon entering the system) • Ready queue – set of all processes residing in main memory, ready and waiting to execute – usually a linked list (why?) • Device queues – set of processes waiting for an I/O device • Processes migrate among the various queues

  12. Ready Queue And Various I/O Device Queues

  13. Representation of Process Scheduling Queuing Diagram Why start at ready queue? Wait for the child to finish execution

  14. Schedulers • Long-term scheduler(or job scheduler) – selects which processes should be brought into the ready queue – loads processes from disk to memory • Short-term scheduler(or CPU scheduler) – selects which process should be executed next (from the ready queue) and allocates CPU

  15. Schedulers (Cont) • Short-term scheduler is invoked very frequently (milliseconds)  (must be fast, otherwise create substantial overhead) – simple methods like FCFS, priority scheduling • Long-term scheduler is invoked very infrequently (seconds, minutes)  (may be slow) • The long-term scheduler controls the degree of multiprogramming (number of processes in memory) • Processes can be described as either: • I/O-bound process– spends more time doing I/O than computations, many short CPU bursts (e.g., surfing the web, copying large files) • CPU-bound process– spends more time doing computations; few very long CPU bursts (e.g., calculating Pi --- put in a processor twice as fast to get twice the speed of calculations)

  16. Schedulers (Cont) • It is important for the long-term scheduler to select a good process mix of I/O-bound and CPU-bound processes • What will happen to the ready queue and I/O queue: • If all processes are I/O bound? • If all processes are CPU bound? • What if we have no long-term scheduler? Will “market powers” balance things?

  17. Context Switch • When CPU switches to another process, the system must save the state of the old process and load the saved state for the new process via a context switch • Context of a process represented in the PCB • Context-switch time is overhead; the system does no useful work while switching • Time dependent on hardware support • E.g., Sun UltraSPARC provides multiple sets of registers

  18. Process Creation • Creating a process – using create process system call • Parent process create children processes, which, in turn create other processes, forming a tree of processes • Generally, process identified and managed via a process identifier (pid) • Resource sharing (cpu time, memory, I/O devices) • Parent and children share all resources • Children share subset of parent’s resources • Parent and child share no resources • One process can overload the system by creating many processes • Initialization data is passed from parent tochild upon creation Root parent process for all user processes Memory mng. File system mng. Network services A tree of processes on a typical Solaris

  19. Process Creation (Cont) • Execution • Parent and children execute concurrently • Parent waits until children terminate • Address space • Child duplicate of parent – same program and data • Child has a program loaded into it • UNIX examples • fork system call creates new process • Parent’s address space is duplicated • Both processes resume execution at the instruction after the fork() • exec system call used after a fork to replace the process’ memory space with a new program • Wait() – takes the process out the ready queue until the child process termintates

  20. Process Creation

  21. C Program Forking Separate Process int main() { pid_t pid; /* fork another process */ pid = fork(); if (pid < 0) { /* error occurred */ fprintf(stderr, "Fork Failed"); exit(-1); } else if (pid == 0) { /* child process */ execlp("/bin/ls", "ls", NULL); } else { /* parent process */ /* parent will wait for the child to complete */ wait (NULL); printf ("Child Complete"); exit(0); } }

  22. Process Termination • Process executes last statement and asks the operating system to delete it (exit) • Output data from child to parent (via wait) • Process’ resources are deallocated by operating system • Parent may terminate execution of children processes (abort) • Child has exceeded allocated resources • Task assigned to child is no longer required (the browser example) • If parent is exiting • Some operating system do not allow child to continue if its parent terminates • All children terminated - cascading termination

  23. Interprocess Communication • Processes within a system may be independent or cooperating • Depends on whether they can affect or be affected by other running processes • Cooperating process can affect or be affected by other processes, including sharing data • Reasons for cooperating processes: • Information sharing – e.g., shared file requires concurrent access • Computation speedup – parallel execution (with multi-processors) • Modularity – dividing the system into several processes/threads • Convenience – user can work on several applications at the same time • Cooperating processes need interprocess communication (IPC) • Two models of IPC • Shared memory – usually resides in the address space of creating process • Message passing

  24. Communications Models • Better for exchanging small messages (no conflicts need to be avoided) • Easier to implement • Faster

  25. Producer-Consumer Problem • Paradigm for cooperating processes, producer process produces information that is consumed by a consumer process (e.g., compiler produces assembly code, consumed by the assembler) • Shared memory solution: • unbounded-buffer places no practical limit on the size of the buffer (producer never waits) • bounded-bufferassumes that there is a fixed buffer size

  26. Bounded-Buffer – Shared-Memory Solution • Shared data #define BUFFER_SIZE 10 typedef struct { . . . } item; item buffer[BUFFER_SIZE]; int in = 0; int out = 0;

  27. Bounded-Buffer – Producer while (true) { /* Produce an item */ while (((in + 1) % BUFFER SIZE) == out) ; /* do nothing -- no free buffers */ buffer[in] = item; in = (in + 1) % BUFFER SIZE; }

  28. Bounded Buffer – Consumer while (true) { while (in == out) ; // do nothing -- nothing to consume // remove an item from the buffer item = buffer[out]; out = (out + 1) % BUFFER SIZE; return item; }

  29. Interprocess Communication – Message Passing • Mechanism for processes to communicate and to synchronize their actions • Message system – processes communicate with each other without resorting to shared variables • IPC facility provides two operations: • send(message) – message size fixed or variable • receive(message) • If P and Q wish to communicate, they need to: • establish a communicationlink between them • exchange messages via send/receive • Implementation of communication link • physical (e.g., shared memory, hardware bus) • logical (e.g., logical properties)

  30. Direct Communication • Processes must name each other explicitly: • send (P, message) – send a message to process P • receive(Q, message) – receive a message from process Q • Properties of communication link • Links are established automatically • A link is associated with exactly one pair of communicating processes • Between each pair there exists exactly one link • The link may be unidirectional, but is usually bi-directional • Main disadvantage: • Changing the identifier of a process result with many changes in the communication scheme

  31. Indirect Communication • Messages are directed and received from mailboxes (also referred to as ports) • Each mailbox has a unique id • Processes can communicate only if they share a mailbox • Primitives are defined as: send(A, message) – send a message to mailbox A receive(A, message) – receive a message from mailbox A • Properties of communication link • Link established only if processes share a common mailbox • A link may be associated with many processes • Each pair of processes may share several communication links • Link may be unidirectional or bi-directional

  32. Indirect Communication • Operations • create a new mailbox • send and receive messages through mailbox • destroy a mailbox

  33. Indirect Communication • Mailbox sharing • P1, P2, and P3 share mailbox A • P1, sends; P2and P3 receive • Who gets the message? • Solutions • Allow a link to be associated with at most two processes • Allow only one process at a time to execute a receive operation • Allow the system to select arbitrarily the receiver. Sender is notified who the receiver was • Alternatively – define an algorithm for selecting which process will receive the message (e.g., round robin)

  34. Synchronization • Message passing may be either blocking or non-blocking • Blocking is considered synchronous • Blocking send has the sender block until the message is received • Blocking receive has the receiver block until a message is available • Non-blocking is considered asynchronous • Non-blocking send has the sender send the message and continue • Non-blocking receive has the receiver receive a valid message or null

  35. Buffering • Whether direct or indirect, messages must reside in a queue; implemented in one of three ways: 1.Zero capacity – no messages can wait in queue. Sender must block until recipient receives the messageSender must wait for receiver (rendezvous) 2.Bounded capacity – finite length of n messagesSender must wait if link full 3.Unbounded capacity – infinite length Sender never waits

  36. Examples of IPC Systems - POSIX • POSIX Shared Memory • Process first creates shared memory segment segment id = shmget(IPC_PRIVATE, size, S_IRUSR | S_IWUSR); shmget (acronym for Shared Memory Get) par1 – key (identifier) of the shared memory segment (new if set to IPC PRIVATE) size – in bytes par3 – mode (sender can read, write or both) Returns identifier to the shared memory segment • Process wanting access to that shared memory must attach to it Shared_memory = (char *) shmat(id, NULL, 0); shmat (acronym Shared Memory Attach) id – identifier to shared memory par2 – location where in memory shared memory will be attached in the address space (if NULL the operating system selects location) par3 – read only or read/write mode

  37. Examples of IPC Systems - POSIX • POSIX Shared Memory (cont.) • Now the process could write to the shared memory sprintf(shared_memory, "Writing to shared memory"); • When done a process can detach the shared memory from its address space shmdt(shared_memory);

  38. Examples of IPC Systems – Windows XP • Message-passing centric via local procedure call (LPC) facility • Only works between processes on the same system • Uses ports (like mailboxes) to establish and maintain communication channels • Communication works as follows: • The client opens a handle to the subsystem’s connection port object • The client sends a connection request • The server creates two private communication ports and returns the handle to one of them to the client • The client and server use the corresponding port handle to send messages and to listen for replies

  39. Communications in Client-Server Systems • Sockets • Remote Procedure Calls • Remote Method Invocation (Java)

  40. Sockets • A socket is defined as an endpoint for communication • Concatenation of IP address and port • The socket 161.25.19.8:1625 refers to port 1625 on host 161.25.19.8 • Communication consists between a pair of sockets

  41. socket socket D1 3 2 1 Dest. 3 2 D2 1 App App D3 What is a socket? • An interface between application and network • The application creates a socket • The socket typedictates the style of communication • reliable vs. best effort • connection-oriented (e.g., phone) vs. connectionless (e.g., mail) • Once configured the application can • pass data to the socket for network transmission • receive data from the socket (transmitted through the network by some other host) UDP TCP

  42. Socket Communication Port 0 Port 1 Server waits for incoming client requests by listening to a specified port Port 65535 Servers implementing specific services (such as telnet, FTP, and HTTP) listen to well-known ports (a telnet server listens to port 23; an FTP server listens to port 21; and a Web, or HTTP, server listens to port 80)

  43. Remote Procedure Calls • Remote procedure call (RPC) abstracts procedure calls between processes on networked systems • Stubs – client-side proxy for the actual procedure on the server • The client-side stub locates the server and marshalls the parameters • The server-side stub receives this message, unpacks the marshalled parameters, and performs the procedure on the server

  44. Remote Method Invocation • Remote Method Invocation (RMI) is a Java mechanism similar to RPCs • RMI allows a Java program on one machine to invoke a method on a remote object

  45. Marshalling Parameters intercepts method calls made by the client to the interface reference variable and redirects these calls to a remote RMI service understands how to interpret and manage references made from clients to the remote service objects. The RMI principle: the definition of behavior and the implementation of that behavior are separate concepts. RMI allows the code that defines the behavior and the code that implements the behavior to remain separate and to run on separate JVMs. same interface

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