Module 1 Part 1 Introduction, Structure and Services
Module 1 Part 1 Introduction, Structure and Services
computer’s hardware.
It also provides a basis for application programs
IT acts as an intermediary between the computer
user and the computer hardware.
Operating system goals:
Execute user programs and make solving user problems
easier
Make the computer system convenient to use
Use the computer hardware in an efficient manner
Computersystem can be divided into four
components:
Hardware – provides basic computing resources
CPU, memory, I/O devices
Operating system
Controls and coordinates use of hardware among various
applications and users
Application programs – define the ways in which the
system resources are used to solve the computing
problems of the users
Word processors, compilers, web browsers, database systems,
video games
Users
People, machines, other computers
The operating system will control the hardware
and coordinates its use among the various
application programs for various users.
Computer system: CPU, Memory, Software and
Data
The operating system provides the means for
proper use of these resources in the operation
of the computer system.
Operating system can be viewed from two
viewpoints:
The user
The System
Single User Computer (PC, Work Station) Such a system is designed for one user to
monopolize its resources. The goal is to maximize the work (or play) that the user is
performing. In this case, the operating system is designed mostly for ease of use, with some
attention paid to performance and none paid to resource utilization—how various
hardware and software resources are shared.
Multi User Computer (e.g. mainframes) users share resources and may exchange
information. The operating system in such cases is designed to maximize resource
utilization— to assure that all available CPU time, memory, and I/O are used efficiently
and that no individual user takes more than her fair share. In other cases, users sit at
workstations connected to networks of other workstations and servers. These users have
dedicated resources at their disposal, but they also share resources such as networking and
servers, including file, compute, and print servers. Therefore, their operating system is
designed to compromise between individual usability and resource utilization.
Handheld Computers (Mobile Phones) Most mobile computers are standalone units for
individual users. Quite often, they are connected to networks through cellular or other
wireless technologies. Increasingly, these mobile devices are replacing desktop and laptop
computers for people who are primarily interested in using computers for e-mail and web
browsing. The user interface for mobile computers generally features a touch screen, where
the user interacts with the system by pressing and swiping fingers across the screen rather
than using a physical keyboard and mouse.
Embedded computers home devices and automobiles may have numeric keypads and
may turn indicator lights on or off to show status, but they and their operating systems are
designed primarily to run without user intervention.
From the computer’s point of view, the operating system is the program
most intimately involved with the hardware. In this context, we can
view an operating system as a resource allocator.
A computer system has many resources that may be required to solve a
problem: CPU time, memory space, file-storage space, I/O devices,
and so on. The operating system acts as the manager of these resources.
Facing numerous and possibly conflicting requests for resources, the
operating system must decide how to allocate them to specific
programs and users so that it can operate the computer system
efficiently and fairly. As we have seen, resource allocation is especially
important where many users access the same mainframe or
minicomputer.
A slightly different view of an operating system emphasizes the need to
control the various I/O devices and user programs. An operating
system is a control program. A control program manages the
execution of user programs to prevent errors and improper use of the
computer. It is especially concerned with the operation and control of
I/O devices.
Operating systems exist because they offer a reasonable way to solve the problem
of creating a usable computing system.
Fundamental goal of a computer is to execute user programs and to make solving
user problems easier.
Since bare hardware alone is not particularly easy to use, application programs are
developed.
These programs require certain common operations, such as those controlling the
I/O devices. The common functions of controlling and allocating resources are then
brought together into one piece of software: the operating system.
A more common definition, and the one that we usually follow, is that the operating
system is the one program running at all times on the computer—usually
called the kernel.
Along with the kernel, there are two other types of programs: system programs,
which are associated with the operating system but are not necessarily part of the
kernel, and application programs, which include all programs not associated with
the operation of the system.
In mobile devices, we see that once again the number of features constituting the
operating system is increasing. Mobile operating systems often include not only a
core kernel but also middleware—a set of software frameworks that provide
additional services to application developers. For example, each of the two most
prominent mobile operating systems—Apple’s iOS and Google’s Android—features
a core kernel along with middleware that supports databases, multimedia, and
graphics (to name a only few).
A modern general-purpose computer system consists of one or more CPUs and a
number of device controllers connected through a common bus that provides
access to shared memory (see Figure). Each device controller is in charge of a
specific type of device (for example, disk drives, audio devices, or video
displays). The CPU and the device controllers can execute in parallel, competing
for memory cycles. To ensure orderly access to the shared memory, a memory
controller synchronizes access to the memory.
For a computer to start running—for instance, when it is powered up or rebooted—
it needs to have an initial program to run. This initial program, or bootstrap
program, tends to be simple. Typically, it is stored within the computer hardware in
read-only memory (ROM) or electrically erasable programmable read-only
memory (EEPROM), known by the general term firmware.
It initializes all aspects of the
system, from CPU registers to
device controllers to memory
contents. The bootstrap program
must know how to load the
operating system and how to start
executing that system.
To accomplish this goal, the
bootstrap program must locate
the operating-system kernel and
load it into memory.
Once the kernel is loaded and executing, it can start providing services to the system and
its users. Some services are provided outside of the kernel, by system programs that are
loaded into memory at boot time to become system processes, or system daemons that run
the entire time the kernel is running.
On UNIX, the first system process is “init,” and it starts many other daemons. Once this phase is
complete, the system is fully booted, and the system waits for some event to occur.
The occurrence of an event is usually signaled by an interrupt from either the hardware or
the software. Hardware may trigger an interrupt at any time by sending a signal to the CPU,
usually by way of the system bus. Software may trigger an interrupt by executing a special
operation called a system call (also called a monitor call). Software generated interrupts are
often called trap or exception.
When the CPU is interrupted, it stops what it is doing and immediately transfers execution
to a fixed location. The fixed location usually contains the starting address where the
service routine for the interrupt is located. The interrupt service routine executes; on
completion, the CPU resumes the interrupted computation. A timeline of this operation is shown
in Figure.
Interrupts are an important part of a computer architecture. Each computer design has its own
interrupt mechanism, but several functions are common.
The interrupt must transfer control to the appropriate interrupt service routine. The
straightforward method for handling this transfer would be to invoke a generic routine to
examine the interrupt information. The routine, in turn, would call the interrupt-specific
handler.
However, interrupts must be handled quickly. Since only a predefined number of interrupts
is possible, a table of pointers to interrupt routines can be used instead to provide the
necessary speed.
The interrupt routine is called indirectly through the table, with no intermediate routine
needed. Generally, the table of pointers is stored in low memory (the first hundred or so
locations). These locations hold the addresses of the interrupt service routines for the
various devices. This array, or interrupt vector, of addresses is then indexed by a unique device
number, given with the interrupt request, to provide the address of the interrupt service routine
for the interrupting device.
Operating systems as different as Windows and UNIX dispatch interrupts in this manner.
The interrupt architecture must also save the address of the interrupted instruction. Many old
designs simply stored the interrupt address in a fixed location or in a location indexed by the
device number. More recent architectures store the return address on the system stack. If the
interrupt routine needs to modify the processor state—for instance, by modifying register
values—it must explicitly save the current state and then restore that state before returning.
After the interrupt is serviced, the saved return address is loaded into the program counter, and
the interrupted computation resumes as though the interrupt had not occurred.
I/O devices and the CPU can execute
concurrently
Each device controller is in charge of a
particular device type
Each device controller has a local
buffer
CPU moves data from/to main memory
to/from local buffers
I/O is from the device to local buffer of
controller
Device controller informs CPU that it has finished its operation by causing an
interrupt
The operating system preserves the state of the CPU by storing registers and
the program counter
Determines which type of interrupt has occurred:
polling
vectored interrupt system
Separate segments of code determine what action should be taken for each type
of interrupt
A general-purpose computer system consists of CPUs and multiple device controllers that
are connected through a common bus.
Each device controller is in charge of a specific type of device. Depending on the
controller, more than one device may be attached. For instance, seven or more devices can
be attached to the small computer-systems interface (SCSI) controller.
A device controller maintains some local buffer storage and a set of special-purpose
registers. The device controller is responsible for moving the data between the peripheral
devices that it controls and its local buffer storage.
Typically, operating systems have a device driver for each device controller. This device
driver understands the device controller and provides the rest of the operating system with
a uniform interface to the device.
To start an I/O operation, the device driver loads the appropriate register within the device
controller
After I/O starts, control returns to user program only upon I/O completion
Wait instruction idles the CPU until the next interrupt
Wait loop (contention for memory access)
At most one I/O request is outstanding at a time, no simultaneous I/O processing
After I/O starts, control returns to user program without waiting for I/O completion
System call – request to the OS to allow user to wait for I/O completion
Device-status table contains entry for each I/O device indicating its type, address, and state
OS indexes into I/O device table to determine device status and to modify table entry to include
interrupt
To start an I/O operation, the device driver loads the appropriate registers within
the device controller. The device controller, in turn, examines the contents of
these registers to determine what action to take (such as “read a character from
the keyboard”).
The controller starts the transfer of data from the device to its local buffer. Once
the transfer of data is complete, the device controller informs the device driver
via an interrupt that it has finished its operation.
The device driver then returns control to the operating system, possibly returning
the data or a pointer to the data if the operation was a read.
For other operations, the device driver returns status information.
This form of interrupt-driven I/O is fine for moving small amounts of data but can
produce high overhead when used for bulk data movement such as disk I/O.
To solve this problem, direct memory access (DMA) is used. After setting up
buffers, pointers, and counters for the I/O device, the device controller transfers
an entire block of data directly to or from its own buffer storage to memory, with
no intervention by the CPU. Only one interrupt is generated per block, to tell the
device driver that the operation has completed, rather than the one interrupt per
byte generated for low-speed devices.
While the device controller is performing these operations, the CPU is available
to accomplish other work.
The basic unit of computer storage is the bit. A bit can contain one of two values, 0 and
1. All other storage in a computer is based on collections of bits. Given enough bits, it is
amazing how many things a computer can represent: numbers, letters, images, movies,
sounds, documents, and programs, to name a few. A byte is 8 bits, and on most
computers it is the smallest convenient chunk of storage. For example, most computers
don’t have an instruction to move a bit but do have one to move a byte. A less common
term is word, which is a given computer architecture’s native unit of data. A word is
made up of one or more bytes. For example, a computer that has 64-bit registers and
64-bit memory addressing typically has 64-bit (8-byte) words. A computer executes
many operations in its native word size rather than a byte at a time.
Computer storage, along with most computer throughput, is generally measured and
manipulated in bytes and collections of bytes.
A kilobyte, or KB, is 1,024 bytes
a megabyte, or MB, is 1,0242 bytes
a gigabyte, or GB, is 1,0243 bytes
a terabyte, or TB, is 1,0244 bytes
a petabyte, or PB, is 1,0245 bytes
Computer manufacturers often round off these numbers and say that a megabyte is 1
million bytes and a gigabyte is 1 billion bytes. Networking measurements are an
exception to this general rule; they are given in bits (because networks move data a bit
at a time).
Main memory – only large storage media that the CPU
can access directly
Random access
Typically volatile
Tertiary storage
Storage systems organized in hierarchy
Speed
Cost
Volatility
Caching –
copying information into faster storage system;
main memory can be viewed as a cache for
secondary storage
Device Driver for each device controller to
manage I/O
Provides uniform interface between controller and
kernel
Important principle, performed at many levels in a computer (in
hardware, operating system, software)
Information in use copied from slower to faster storage temporarily
Faster storage (cache) checked first to determine if information is there
If it is, information used directly from the cache (fast)
If not, data copied to cache and used there
File-System management
Files usually organized into directories
Access control on most systems to determine who can access what
OS activities include
Creating and deleting files and directories
Primitives to manipulate files and directories
Mapping files onto secondary storage
Backup files onto stable (non-volatile) storage media
Usually disks used to store data that does not fit in main memory or
data that must be kept for a “long” period of time
Proper management is of central importance
Entire speed of computer operation hinges on disk subsystem and
its algorithms
OS activities
Free-space management
Storage allocation
Disk scheduling
Emulation used when source CPU type different from target type
(i.e. PowerPC to Intel x86)
Generally slowest method
When computer language not compiled to native code – Interpretation
Graphics User Interface (GUI), the interface is a window system with a pointing device to direct I/O,
choose from menus, and make selections and a keyboard to enter text.
touch-screen,
Program execution - The system must be able to load a program into
memory and to run that program, end execution, either normally or
abnormally (indicating error)
I/O operations - A running program may require I/O, which may involve
a file or an I/O device. For security User don have direct control over I/O
rather
File-system manipulation - The file system is of particular interest.
Programs need to read and write files and directories, create and delete
them, search them, list file Information, permission management.
One set of operating-system services provides
functions that are helpful to the user (Cont.):
Communications – Processes may exchange
information, on the same computer or between
computers over a network
Communications may be via shared memory or through
message passing (packets moved by the OS)
Error detection – OS needs to be constantly aware of
possible errors
May occur in the CPU and memory hardware, in I/O devices, in
user program
For each type of error, OS should take the appropriate action
to ensure correct and consistent computing
Debugging facilities can greatly enhance the user’s and
programmer’s abilities to efficiently use the system
Another set of OS functions exists for ensuring the efficient
operation of the system itself via resource sharing
Resource allocation - When multiple users or multiple jobs
running concurrently, resources must be allocated to each of them
Many types of resources - CPU cycles, main memory, file storage, I/O
devices.
Accounting - To keep track of which users use how much and what
kinds of computer resources. Usage Statistics.
Protection and security - The owners of information stored in a
multiuser or networked computer system may want to control use of
that information, concurrent processes should not interfere with
each other
Protection involves ensuring that all access to system resources is
controlled
Security of the system from outsiders requires user authentication,
extends to defending external I/O devices from invalid access attempts
Command Line interpreter
CLI allows direct command entry
Sometimes implemented in kernel, sometimes by systems program
Sometimes multiple flavors implemented – shells
Primarily fetches a command from user and executes it
Sometimes commands built-in, sometimes just names of programs
If the latter, adding new features doesn’t require shell modification
Bourne Shell, C Shell, Bourne Again Shell, Korn Shell.
User-friendly desktop metaphor interface
Usually mouse, keyboard, and monitor
Icons represent files, programs, actions, etc
Various mouse buttons over objects in the interface cause
various actions (provide information, options, execute function,
open directory (known as a folder)
Invented at Xerox PARC
Voice commands
Programming interface to the services provided by the OS
Typically written in a high-level language (C or C++)
Mostly accessed by programs via a high-level Application
Programming Interface (API) rather than direct system call use
Three most common APIs are Win32 API for Windows, POSIX
API for POSIX-based systems (including virtually all versions
of UNIX, Linux, and Mac OS X), and Java API for the Java virtual
machine (JVM)
Note that the system-call names used throughout this text are
generic
Writing a simple program to read data from one file and copy them to
another file.
The first input that the program will need is the names of the two files: the
input file and the output file.
These names can be specified in many ways, depending on the operating-
system design. One approach is for the program to ask the user for the names.
In an interactive system, this approach will require a sequence of system
calls, first to write a prompting message on the screen and then to read
from the keyboard the characters that define the two files.
On mouse-based and icon-based systems, a menu of file names is usually
displayed in a window. The user can then use the mouse to select the source
name, and a window can be opened for the destination name to be specified.
This sequence requires many I/O system calls.
Once the two file names have been obtained, the program must open the input
file and create the output file. Each of these operations requires another
system call.
Possible error conditions for each operation can require additional system
calls. When the program tries to open the input file, for example, it may find
that there is no file of that name or that the file is protected against access. In
these cases, the program should print a message on the console (another
sequence of system calls) and then terminate abnormally (another system
call).
Writing a simple program to read data from one file and copy them to
another file.
If the input file exists, then we must create a new output file. We may find that
there is already an output file with the same name. This situation may cause the
program to abort (a system call), or we may delete the existing file (another
system call) and create a new one (yet another system call).
Another option, in an interactive system, is to ask the user (via a sequence of
system calls to output the prompting message and to read the response from
the terminal) whether to replace the existing file or to abort the program.
When both files are set up, we enter a loop that reads from the input file (a
system call) and writes to the output file (another system call). Each read and
write must return status information regarding various possible error
conditions. On input, the program may find that the end of the file has been
reached or that there was a hardware failure in the read (such as a parity
error).
The write operation may encounter various errors, depending on the output
device (for example, no more disk space).
Finally, after the entire file is copied, the program may close both files
(another system call), write a message to the console or window (more system
calls), and finally terminate normally (the final system call). This system-call
sequence is shown in Figure 2.5.
System call sequence to copy the contents of one file to
another file
Typically, a number is associated with each system call
System-call interface maintains a table indexed according to these
numbers
The system call interface invokes the intended system call in
OS kernel and returns status of the system call and any return
values
The caller need know nothing about how the system call is
implemented
Just needs to obey API and understand what OS will do as a result
call
Most details of OS interface hidden from programmer by API
Managed by run-time support library (set of functions built into libraries
included with compiler)
Often, more information is required than simply identity of
desired system call
Exact type and amount of information vary according to OS and
call
Three general methods used to pass parameters to the OS
Simplest: pass the parameters in registers
In some cases, may be more parameters than registers
Parameters stored in a block, or table, in memory, and address
of block passed as a parameter in a register
This approach taken by Linux and Solaris
Parameters placed, or pushed, onto the stack by the program and
popped off the stack by the operating system
Block and stack methods do not limit the number or length of
parameters being passed
Process control
create process, terminate process
end, abort
load, execute
get process attributes, set process attributes
wait for time
wait event, signal event
allocate and free memory
Dump memory if error
Debugger for determining bugs, single step execution
Locks for managing access to shared data between processes
File management
create file, delete file
open, close file
read, write, reposition
get and set file attributes
Device management
request device, release device
read, write, reposition
get device attributes, set device attributes
logically attach or detach devices
Information maintenance
get time or date, set time or date
get system data, set system data
get and set process, file, or device attributes
Communications
create, delete communication connection
send, receive messages if message passing model to host name or
process name
From client to server
Shared-memory model create and gain access to memory regions
transfer status information
attach and detach remote devices
Protection
Control access to resources
Get and set permissions
Allow and deny user access
C program invoking printf() library call, which calls write()
system call
Single-tasking
No operating system
Programs (sketch) loaded
via USB into flash memory
Single memory space
Boot loader loads program
Program exit -> shell
reloaded
At system startup running a program
Unix variant
Multitasking
User login -> invoke user’s choice of
shell
Shell executes fork() system call to
create process
Executes exec() to load program into
process
Shell waits for process to terminate or
continues with user commands
Process exits with:
code = 0 – no error
code > 0 – error code
System programs provide a convenient environment for
program development and execution. They can be divided
into:
File manipulation
Status information sometimes stored in a file
Programming language support
Program loading and execution
Communications
Background services
Application programs
Status information
Some ask the system for info - date, time, amount of available
memory, disk space, number of users
Others provide detailed performance, logging, and debugging
information
Typically, these programs format and print the output to the
terminal or other output devices
Some systems implement a registry - used to store and retrieve
configuration information
File modification
Text editors to create and modify files
Special commands to search contents of files or perform
transformations of the text
Programming-language support - Compilers, assemblers,
debuggers and interpreters sometimes provided
Program loading and execution- Absolute loaders,
relocatable loaders, linkage editors, and overlay-loaders,
debugging systems for higher-level and machine language
Communications - Provide the mechanism for creating
virtual connections among processes, users, and computer
systems
Allow users to send messages to one another’s screens, browse
web pages, send electronic-mail messages, log in remotely,
transfer files from one machine to another
Background Services
Launch at boot time
Some for system startup, then terminate
Some from system boot to shutdown
Provide facilities like disk checking, process scheduling, error
logging, printing
Run in user context not kernel context
Known as services, subsystems, daemons
Application programs
Don’t pertain to system
Run by users
Not typically considered part of OS
Launched by command line, mouse click, finger poke
Source code compiled into object files designed to be loaded into any physical memory
location – relocatable object file
Linker combines these into single binary executable file
Also brings in libraries
Detriments:
Performance overhead of user space to kernel space communication
Many modern operating systems implement loadable kernel
modules (LKMs)
Uses object-oriented approach
Each core component is separate
Each talks to the others over known interfaces
Each is loadable as needed within the kernel