Os Unit Ii

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Operating Systems

UNIT-II

Basic Concepts

 Almost all programs have some alternating cycle of CPU number crunching
and waiting for I/O of some kind. ( Even a simple fetch from memory takes a
long time relative to CPU speeds. )
 In a simple system running a single process, the time spent waiting for I/O is
wasted, and those CPU cycles are lost forever.
 A scheduling system allows one process to use the CPU while another is
waiting for I/O, thereby making full use of otherwise lost CPU cycles.
 The challenge is to make the overall system as "efficient" and "fair" as
possible, subject to varying and often dynamic conditions, and where
"efficient" and "fair" are somewhat subjective terms, often subject to shifting
priority policies.

6.1.1 CPU-I/O Burst Cycle

 Almost all processes alternate between two states in a continuing cycle,


as shown in Figure 6.1 below :
o A CPU burst of performing calculations, and

o An I/O burst, waiting for data transfer in or out of the system.


Figure 6.1 Alternate sequence of CPU and I/O bursts

 CPU bursts vary from process to process, and from program to program, but an extensive study
shows frequency patterns similar to that shown in Figure 6.2:
Figure 6.2 Histogram of CPU- burst Duration

6.1.2 CPU Scheduler

 Whenever the CPU becomes idle, it is the job of the CPU Scheduler
( a.k.a. the short-term scheduler ) to select another process from the
ready queue to run next.
 The storage structure for the ready queue and the algorithm used to
select the next process are not necessarily a FIFO queue. There are
several alternatives to choose from, as well as numerous adjustable
parameters for each algorithm, which is the basic subject of this entire
chapter.

6.1.3. Preemptive Scheduling

 CPU scheduling decisions take place under one of four conditions:


1. When a process switches from the running state to the waiting
state, such as for an I/O request or invocation of the wait( ) system
call.
2. When a process switches from the running state to the ready state,
for example in response to an interrupt.
3. When a process switches from the waiting state to the ready state,
say at completion of I/O or a return from wait( ).
4. When a process terminates.
 For conditions 1 and 4 there is no choice - A new process must be
selected.
 For conditions 2 and 3 there is a choice - To either continue running the
current process, or select a different one.
 If scheduling takes place only under conditions 1 and 4, the system is
said to be non-preemptive, or cooperative. Under these conditions, once
a process starts running it keeps running, until it either voluntarily blocks
or until it finishes. Otherwise the system is said to be preemptive.
 Windows used non-preemptive scheduling up to Windows 3.x, and
started using pre-emptive scheduling with Win95. Macs used non-
preemptive prior to OSX, and pre-emptive since then. Note that pre-
emptive scheduling is only possible on hardware that supports a timer
interrupt.
 Note that pre-emptive scheduling can cause problems when two
processes share data, because one process may get interrupted in the
middle of updating shared data structures. Chapter 5 examined this issue
in greater detail.
 Preemption can also be a problem if the kernel is busy implementing a
system call ( e.g. updating critical kernel data structures ) when the
preemption occurs. Most modern UNIXes deal with this problem by
making the process wait until the system call has either completed or
blocked before allowing the preemption Unfortunately this solution is
problematic for real-time systems, as real-time response can no longer be
guaranteed.
 Some critical sections of code protect themselves from con currency
problems by disabling interrupts before entering the critical section and
re-enabling interrupts on exiting the section. Needless to say, this should
only be done in rare situations, and only on very short pieces of code that
will finish quickly, ( usually just a few machine instructions. )

6.1.4 Dispatcher
 The dispatcher is the module that gives control of the CPU to the
process selected by the scheduler. This function involves:
o Switching context.

o Switching to user mode.


o Jumping to the proper location in the newly loaded program.
 The dispatcher needs to be as fast as possible, as it is run on every
context switch. The time consumed by the dispatcher is known
as dispatch latency.

6.2 Scheduling Criteria

 There are several different criteria to consider when trying to select the "best"
scheduling algorithm for a particular situation and environment, including:
o CPU utilization - Ideally the CPU would be busy 100% of the time, so
as to waste 0 CPU cycles. On a real system CPU usage should range
from 40% ( lightly loaded ) to 90% ( heavily loaded. )
o Throughput - Number of processes completed per unit time. May range
from 10 / second to 1 / hour depending on the specific processes.
o Turnaround time - Time required for a particular process to complete,
from submission time to completion. ( Wall clock time. )
o Waiting time - How much time processes spend in the ready queue
waiting their turn to get on the CPU.
 ( Load average - The average number of processes sitting in the
ready queue waiting their turn to get into the CPU. Reported in 1-
minute, 5-minute, and 15-minute averages by "uptime" and
"who". )
o Response time - The time taken in an interactive program from the
issuance of a command to the commence of a response to that command.
 In general one wants to optimize the average value of a criteria ( Maximize
CPU utilization and throughput, and minimize all the others. ) However some
times one wants to do something different, such as to minimize the maximum
response time.
 Sometimes it is most desirable to minimize the variance of a criteria than the
actual value. I.e. users are more accepting of a consistent predictable system
than an inconsistent one, even if it is a little bit slower.
6.3 Scheduling Algorithms

The following subsections will explain several common scheduling strategies, looking
at only a single CPU burst each for a small number of processes. Obviously real
systems have to deal with a lot more simultaneous processes executing their CPU-I/O
burst cycles.

6.3.1 First-Come First-Serve Scheduling, FCFS

 FCFS is very simple - Just a FIFO queue, like customers waiting in line
at the bank or the post office or at a copying machine.
 Unfortunately, however, FCFS can yield some very long average wait
times, particularly if the first process to get there takes a long time. For
example, consider the following three processes:

Process Burst Time


P1 24
P2 3
P3 3
 In the first Gantt chart below, process P1 arrives first. The average waiting time for the three
process is (0+24+27) / 3 – 17.0 ms.
 In the second Gantt chart below, the same three processes have an average wait time of ( 0 + 3
+ 6 ) /3 =3.0 ms. The total run time for the three bursts is the same, but in the second case two
of the three finish much quicker, and the other process is only delayed by a short amount.

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