OS MODULE 2 Process Management
OS MODULE 2 Process Management
PROCESS MANAGEMENT
Process Concept
The Process
Process memory is divided into four sections as shown in the figure below:
• The stack is used to store temporary data such as local variables, function parameters, function
return values, return address etc.
• The heap which is memory that is dynamically allocated during process run time The data
section stores global variables.
• The text section comprises the compiled program code.
• Note that, there is a free space between the stack and the heap. When the stack is full, it grows
downwards and when the heap is full, it grows upwards.
Figure: Process in memory.
Process State
Q) Illustrate with a neat sketch, the process states and process control block.
Process State
A Process has 5 states. Each process may be in one of the following states –
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2. Ready - The process has all the resources it needs to run. It is waiting to be assigned to the
processor.
3. Running – Instructions are being executed.
4. Waiting - The process is waiting for some event to occur. For example, the process may be
waiting for keyboard input, disk access request, inter-process messages, a timer to go off, or a
child process to finish.
5. Terminated - The process has completed its execution.
For each process there is a Process Control Block (PCB), which stores the process-specific information
as shown below –
• Process State – The state of the process may be new, ready, running, waiting, and so on.
• Program counter – The counter indicates the address of the next instruction to be executed for
this process.
• CPU registers - The registers vary in number and type, depending on the computer architecture.
They include accumulators, index registers, stack pointers, and general-purpose registers. Along
with the program counter, this state information must be saved when an interrupt occurs, to allow
the process to be continued correctly afterward.
• CPU scheduling information- This information includes a process priority, pointers to
scheduling queues, and any other scheduling parameters.
• Memory-management information – This includes information such as the value of the base
and limit registers, the page tables, or the segment tables.
• Accounting information – This information includes the amount of CPU and real time used,
time limits, account numbers, job or process numbers, and so on.
• I/O status information – This information includes the list of I/O devices allocated to the
process, a list of open files, and so on.
The PCB simply serves as the repository for any information that may vary from process to process.
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Figure: Process control block (PCB)
Process Scheduling
Scheduling Queues
• As processes enter the system, they are put into a job queue, which consists of all processes in
the system.
• The processes that are residing in main memory and are ready and waiting to execute are kept
on a list called the ready queue. This queue is generally stored as a linked list.
• A ready-queue header contains pointers to the first and final PCBs in the list. Each PCB includes
a pointer field that points to the next PCB in the ready queue.
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• A common representation of process scheduling is a queueing diagram. Each rectangular box
in the diagram represents a queue. Two types of queues are present: the ready queue and a set of
device queues. The circles represent the resources that serve the queues, and the arrows indicate
the flow of processes in the system.
• A new process is initially put in the ready queue. It waits in the ready queue until it is selected
for execution and is given the CPU. Once the process is allocated the CPU and is executing, one
of several events could occur:
• The process could issue an I/O request, and then be placed in an I/O queue.
• The process could create a new subprocess and wait for its termination.
• The process could be removed forcibly from the CPU, as a result of an interrupt, and be put back
in the ready queue.
In the first two cases, the process eventually switches from the waiting state to the ready state, and is
then put back in the ready queue. A process continues this cycle until it terminates, at which time it is
removed from all queues.
Schedulers
Schedulers are software which selects an available program to be assigned to CPU.
• A long-term scheduler or Job scheduler – selects jobs from the job pool (of secondary
memory, disk) and loads them into the memory.
If more processes are submitted, than that can be executed immediately, such processes will be
in secondary memory. It runs infrequently, and can take time to select the next process.
• The short-term scheduler, or CPU Scheduler – selects job from memory and assigns the CPU
to it. It must select the new process for CPU frequently.
• The medium-term scheduler - selects the process in ready queue and reintroduced into the
memory.
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• CPU-bound process – spends more time doing computations and few I/O operations.
An efficient scheduling system will select a good mix of CPU-bound processes and I/O bound
processes.
• If the scheduler selects more I/O bound process, then I/O queue will be full and ready queue
will be empty.
• If the scheduler selects more CPU bound process, then ready queue will be full and I/O queue
will be empty.
Time sharing systems employ a medium-term scheduler. It swaps out the process from ready
queue and swap in the process to ready queue. When system loads get high, this scheduler will
swap one or more processes out of the ready queue for a few seconds, in order to allow smaller
faster jobs to finish up quickly and clear the system.
Context switching
• The task of switching a CPU from one process to another process is called context switching.
Context-switch times are highly dependent on hardware support (Number of CPU registers).
• Whenever an interrupt occurs (hardware or software interrupt), the state of the currently running
process is saved into the PCB and the state of another process is restored from the PCB to the
CPU.
• Context switch time is an overhead, as the system does not do useful work while switching.
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Figure: Diagram showing CPU switch from process to process.
Operations on Processes
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A process will need certain resources (CPU time, memory, files, I/O devices) to accomplish its
task. When a process creates a subprocess, the subprocess may be able to obtain its resources in
two ways:
• directly from the operating system
• Subprocess may take the resources of the parent process.
The resource can be taken from parent in two ways –
The parent may have to partition its resources among its children
Share the resources among several children.
There are two options for the parent process after creating the child:
• Wait for the child process to terminate and then continue execution. The parent makes a wait()
system call. Run concurrently with the child, continuing to execute without waiting.
Two possibilities for the address space of the child relative to the parent:
• The child may be an exact duplicate of the parent, sharing the same program and data segments
in memory. Each will have their own PCB, including program counter, registers, and PID. This
is the behaviour of the fork system call in UNIX.
• The child process may have a new program loaded into its address space, with all new code and
data segments. This is the behaviour of the spawn system calls in Windows.
In UNIX OS, a child process can be created by fork() system call. The fork system call, if
successful, returns the PID of the child process to its parents and returns a zero to the child
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process. If failure, it returns -1 to the parent. Process IDs of current process or its direct parent
can be accessed using the getpid( ) and getppid( ) system calls respectively.
The parent waits for the child process to complete with the wait() system call. When the child process
completes, the parent process resumes and completes its execution.
In windows the child process is created using the function createprocess( ). The createprocess( )
returns 1, if the child is created and returns 0, if the child is not created.
Process Termination
• A process terminates when it finishes executing its last statement and asks the operating
system to delete it, by using the exit () system call. All of the resources assigned to the
process like memory, open files, and I/O buffers, are deallocated by the operating
system.
• A process can cause the termination of another process by using appropriate system call.
The parent process can terminate its child processes by knowing of the PID of the child.
• A parent may terminate the execution of children for a variety of reasons, such as:
• The child has exceeded its usage of the resources, it has been allocated.
• The task assigned to the child is no longer required.
• The parent is exiting, and the operating system terminates all the children. This is called
cascading termination.
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Interprocess Communication
• Information Sharing - There may be several processes which need to access the same file. So
the information must be accessible at the same time to all users.
• Computation speedup - Often a solution to a problem can be solved faster if the problem can
be broken down into sub-tasks, which are solved simultaneously (particularly when multiple
processor are involved.)
• Modularity - A system can be divided into cooperating modules and executed by sending
information among one another.
• Convenience - Even a single user can work on multiple tasks by information sharing.
Cooperating processes require some type of inter-process communication. This is allowed by two
models:
1. Shared Memory systems
2. Message passing systems.
• Shared Memory is faster once it is set up, because no system calls are required and access occurs
at normal memory speeds. Shared memory is generally preferable when large amounts of
information must be shared quickly on the same computer.
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• Message Passing requires system calls for every message transfer, and is therefore slower, but
it is simpler to set up and works well across multiple computers. Message passing is generally
preferable when the amount and/or frequency of data transfers is small.
Shared-Memory Systems
• A region of shared-memory is created within the address space of a process, which needs to
communicate. Other process that needs to communicate uses this shared memory.
• The form of data and position of creating shared memory area is decided by the process.
Generally, a few messages must be passed back and forth between the cooperating processes first
in order to set up and coordinate the shared memory access.
• The process should take care that the two processes will not write the data to the shared memory
at the same time.
• This is a classic example, in which one process is producing data and another process is
consuming the data.
• The data is passed via an intermediary buffer (shared memory). The producer puts the data to the
buffer and the consumer takes out the data from the buffer. A producer can produce one item
while the consumer is consuming another item. The producer and consumer must be
synchronized, so that the consumer does not try to consume an item that has not yet been
Produced. In this situation, the consumer must wait until an item is produced.
There are two types of buffers into which information can be put –
• Unbounded buffer
• Bounded buffer
• With Unbounded buffer, there is no limit on the size of the buffer, and so on the data produced
by producer. But the consumer may have to wait for new items.
• With bounded-buffer – As the buffer size is fixed. The producer has to wait if the buffer is full
and the consumer has to wait if the buffer is empty.
This example uses shared memory as a circular queue. The in and out are two pointers to the array. Note
in the code below that only the producer changes "in", and only the consumer changes "out".
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The producer process –
Note that the buffer is full when [ (in+1) % BUFFER_SIZE == out]
Message-Passing Systems
A mechanism to allow process communication without sharing address space. It is used in distributed
systems.
• Message passing systems uses system calls for "send message" and "receive message".
• A communication link must be established between the cooperating processes before messages
can be sent.
• There are three methods of creating the link between the sender and the receiver- o Direct or
indirect communication (naming) o Synchronous or asynchronous communication
(Synchronization) o Automatic or explicit buffering.
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1. Naming
Processes that want to communicate must have a way to refer to each other. They can use either direct
or indirect communication.
a) Direct communication the sender and receiver must explicitly know each other’s name. The syntax
for send() and receive() functions are as follows-
Disadvantages of direct communication – any changes in the identifier of a process, may have to
change the identifier in the whole system (sender and receiver), where the messages are sent and
received.
A mailbox or port is used to send and receive messages. Mailbox is an object into which messages can
be sent and received. It has a unique ID. Using this identifier messages are sent and received.
Two processes can communicate only if they have a shared mailbox. The send and receive functions are
–
• send (A, message) – send a message to mailbox A receive (A, message)
– receive a message from mailbox A
Blocking (synchronous) send - sending process is blocked (waits) until the message
is received by receiving process or the mailbox.
Non-blocking (asynchronous) send - sends the message and continues (does not wait)
Blocking (synchronous) receive - The receiving process is blocked until a message is
available
Non-blocking (asynchronous) receive - receives the message without block. The
received message may be a valid message or null.
3. Buffering When messages are passed, a temporary queue is created. Such queue
can be of three capacities:
Zero capacity – The buffer size is zero (buffer does not exist). Messages are not stored
in the queue. The senders must block until receivers accept the messages.
Bounded capacity- The queue is of fixed size(n). Senders must block if the queue is
full.
After sending ‘n’ bytes the sender is blocked.
Unbounded capacity - The queue is of infinite capacity. The sender never block