CS333 Programming Project 4- Kernel Resource Management Solved

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In this project, you will implement three monitors that will be used in our Kernel.  These are the ThreadManager, the ProcessManager, and the FrameManager.  The code you write will be similar to other code from the previous projects in that these three monitors will orchestrate the allocation and freeing of resources.

There is also an additional task—re-implement the Condition and Mutex classes to provide Hoare Semantics—but that code will not be used in the Kernel.

Download New Files

Start by creating a new directory for this project and then download all the files from:

http://www.cs.pdx.edu/~harry/Blitz/OSProject/p4/

Even though some of the files have the same names, be sure to get new copies for each project.  In general some files may be modified.

Please keep your old files from previous projects separate and don’t modify them once you submit them.  This is a good rule for all programming projects in all classes.  If there is ever any question about whether code was completed on time, we can always go back and look at the Unix “file modification date” information.

For this project, you should get the following files:

     makefile

     DISK

     Runtime.s

     Switch.s

     System.h

     System.c

     List.h

     List.c

     BitMap.h

     BitMap.c

     Main.h

     Main.c

     Kernel.h

     Kernel.c

The packages called Thread and Synch have been merged together into one package, now called

Kernel.  This package contains quite a bit of other material as well, which will be used for later projects.  In this and the remaining projects, you will be modifying the Kernel.c and Kernel.h files.  Don’t modify the code that is not used in this project; just leave it in the package.

The Kernel.c file contains the following stuff, in this order:

Thread scheduler functions

Semaphore class

Mutex class

Condition class

Thread class

ThreadManager class

ProcessControlBlock class

ProcessManager class

FrameManager class

AddrSpace class TimerInterruptHandler other interrupt handlers

SyscallTrapHandler

Handle functions

 

In this project, you can ignore everything after TimerInterruptHandler.  The classes called

ThreadManager, ProcessManager, and FrameManager are provided in outline, but the bodies of the methods are unimplemented.  You will add implementations.  Some other methods are marked “unimplemented;” those will be implemented in later projects.

The BitMap package contains code you will use; read over it but do not modify it.

The makefile has been modified to compile the new code.  As before, it produces an executable called os.

You may modify the file Main.c while testing, but when you do your final run, please use the Main.c file as it was distributed.  In the final version of our kernel, the Main package will perform all initialization and will create the first thread.  The current version performs initialization and then calls some testing functions.

Task 1:  Threads and the ThreadManager

In this task, you will modify the ThreadManager class and provide implementations for the following methods:

            Init

            GetANewThread

            FreeThread

 

In our kernel, we will avoid allocating dynamic memory.  In other words, we will not use the heap.  All important resources will be created at startup time and then we will carefully monitor their allocation and deallocation.

 

An example of an important resource is Thread objects.  Since we will not be able to allocate new objects on the heap while the kernel is running, all the Thread objects must be created ahead of time.  Obviously, we can’t predict how many threads we will need, so we will allocate a fixed number of Thread objects (e.g., 10) and re-use them.

 

When a user process starts up, the kernel will need to obtain a new Thread object for it.  When a process dies, the Thread object must be returned to a pool of free Thread objects, so it can be recycled for another process.

 

Kernel.h contains the line:

 

const MAX_NUMBER_OF_PROCESSES = 10

 

Since each process in our OS will have at most one thread, we will also use this number to determine how many Thread objects to place into the free pool initially.

 

To manage the Thread objects, we will use the ThreadManager class.  There will be only one instance of this class, called threadManager, and it is created and initialized at startup time in Main.c.

 

Whenever you need a new Thread object, you can invoke threadManger.GetANewThread.  This method should suspend and wait if there are currently none available.  Whenever a thread terminates, the scheduler will invoke FreeThread.  In fact, the Run function has been modified in this project to invoke FreeThread when a thread terminates—thereby adding it to the free list—instead of setting its status to UNUSED.

 

Here is the definition of ThreadManager as initially distributed:

 

class ThreadManager     superclass Object     fields

threadTable: array [MAX_NUMBER_OF_PROCESSES] of Thread       freeList: List [Thread]     methods       Init ()

Print ()

GetANewThread () returns ptr to Thread       FreeThread (th: ptr to Thread)   endClass

 

When you write the Init method, you’ll need to initialize the array of Threads and you’ll need to initialize each Thread in the array and set its status to UNUSED.  (Each Thread will have one of the following as its status: READY, RUNNING, BLOCKED, JUST_CREATED, and UNUSED.)

Threads should have the status UNUSED iff they are on the freeList.  You’ll also need to initialize the freeList and place all Threads in the threadTable array on the freeList during initialization.

 

You will need to turn the ThreadManager into a “monitor.”  To do this, you might consider adding a Mutex lock (perhaps called threadManagerLock) and a condition variable (perhaps called aThreadBecameFree) to the ThreadManager class.  The Init method will also need to initialize threadManagerLock and aThreadBecameFree.

 

The GetANewThread and FreeThread methods are both “entry methods,” so they must obtain the monitor lock in the first statement and release it in the last statement.

 

GetANewThread will remove and return a Thread from the freeList.  If the freeList is empty, this method will need to wait on the condition of a thread becoming available.  The FreeThread method will add a Thread back to the freeList and signal anyone waiting on the condition.

 

The GetANewThread method should also change the Thread status to JUST_CREATED and the FreeThread method should change it back to UNUSED.

 

We have provided code for the Print method to print out the entire table of Threads.

 

Note that the Print method disables interrupts.  The Print method is used only while debugging and will not be called in a running OS so this is okay.  Within the Print method, we want to get a clean picture of the system state—a “snapshot”—(without worrying about what other threads may be doing) so disabling interrupts seems acceptable.  However, the other methods—Init, GetAThread and FreeThread—must NOT disable interrupts, beyond what is done within the implementations of Mutex, Condition, etc.

 

In Main.c we have provided a test routine called RunThreadManagerTests, which creates 20 threads to simultaneously invoke GetAThread and FreeThread.  Let’s call these the “testing threads” as opposed to the “resource threads,” which are the objects that the ThreadManager will allocate and monitor.  There are 20 testing threads and only 10 resource thread objects.

 

Every thread that terminates will be added back to the freeList (by Run, which calls FreeThread).

Since the testing threads were never obtained by a call to GetANewThread, it would be wrong to add them back to the freeList.  Therefore, each testing thread does not actually terminate.  Instead it freezes up by waiting on a semaphore that is never signaled.  By the way, the testing threads are allocated on the heap, in violation of the principle that the kernel must never allocate anything on the heap, but this is okay, since this is only debugging code, which will not become a part of the kernel.

 

In the kernel, we may have threads that are not part of the threadTable pool (such as the IdleThread), but these threads must never terminate, so there is no possibility that they will be put onto the freeList.  Thus, the only things on the freeList should be Threads from threadTable.

 

You will also notice that the Thread class has been changed slightly to add the following fields:

 

class Thread

…     fields

isUserThread: bool

userRegs: array [15] of int    — Space for r1..r15       myProcess: ptr to ProcessControlBlock     methods

endClass

 

These fields will be used in a later project.  The Thread methods are unchanged.

 

 

 

Task 2:  Processes and the ProcessManager

 

In our kernel, each user-level process will contain only one thread.  For each process, there will be a single ProcessContolBlock object containing the per-process information, such as information about open files and the process’s address space.  Each ProcessControlBlock object will point to a Thread object and each Thread object will point back to the ProcessControlBlock.

 

There may be other threads, called “kernel threads,” which are not associated with any user-level process.  There will only be a small, fixed number of kernel threads and these will be created at kernel start-up time.

 

For now, we will only have a modest number of ProcessControlBlocks, which will make our testing job a little easier, but in a real OS this constant would be larger.

 

const MAX_NUMBER_OF_PROCESSES = 10

 

All processes will be preallocated in an array called processTable, which will be managed by the ProcessManager object, much like the Thread objects are managed by the ThreadManager object.

 

Each process will be represented with an object of this class:

 

class ProcessControlBlock     superclass Listable     fields       pid: int       parentsPid: int

status: int                   — ACTIVE, ZOMBIE, or FREE       myThread: ptr to Thread                    exitStatus: int       addrSpace: AddrSpace

fileDescriptor: array [MAX_FILES_PER_PROCESS] of ptr to OpenFile     methods       Init ()

Print ()       PrintShort ()   endClass

 

Each process will have a process ID (the field named pid).  Each process ID will be a unique number, from 1 on up.

 

Processes will be related to other processes in a hierarchical parent-child tree.  Each process will know who its parent process is.  The field called parentsPid is a integer identifying the parent.  One parent may have zero, one, or many child processes.  To find the children of process X, we will have to search all processes for processes whose parentsPid matches X’s pid.

 

The ProcessControlBlock objects will be more like C structs than full-blown C++/Java objects: the fields will be accessed from outside the class but the class will not contain many methods of its own.  Other than initializing the object and a couple of print methods, there will be no other methods for ProcessControlBlock.  We are providing the implementations for the Init, Print and PrintShort methods.

 

Since we will have only a fixed, small number of ProcesControlBlocks, these are resources which must be allocated.  This is the purpose of the monitor class called ProcessManager.

 

At start-up time, all ProcessControlBlocks are initially FREE.  As user-level processes are created, these objects will be allocated and when the user-level process dies, the corresponding ProcessControlBlock will become FREE once again.

 

In Unix and in our kernel, death is a two stage process.  First, an ACTIVE process will execute some system call (e.g., Exit()) when it wants to terminate.  Although the thread will be terminated, the ProcessControlBlock cannot be immediately freed, so the process will then become a ZOMBIE.  At some later time, when we are done with the ProcessControlBlock it can be FREEd.  Once it is FREE, it is added to the freeList and can be reused when a new process is begun.

 

The exitStatus is only valid after a process has terminated (e.g., a call to Exit()).  So a ZOMBIE process has a terminated thread and a valid exitStatus.  The ZOMBIE state is necessary just to keep the exit status around.  The reason we cannot free the ProcessControlBlock is because we need somewhere to store this integer.

 

For this project, we will ignore the exitStatus.  It need not be initialized, since the default initialization

(to zero) is fine.  Also, we will ignore the ZOMBIE state.  Every process will be either ACTIVE or FREE.

 

Each user-level process will have a virtual address space and this is described by the field addrSpace.  The code we have supplied for ProcessControlBlock.Init will initialize the addrSpace.  Although the addrSpace will not be used in this project, it will be discussed later in this document.

 

The myThread field will point to the process’s Thread, but we will not set it in this project.

 

The fileDescriptors field describes the files that this process has open.  It will not be used in this project.

 

Here is the definition of the ProcessManager object.

 

class ProcessManager     superclass Object     fields

processTable: array [MAX_NUM_OF_PROCESSES] of ProcessControlBlock       processManagerLock: Mutex       aProcessBecameFree: Condition       freeList: List [ProcessControlBlock]       aProcessDied: Condition

methods       Init ()

Print ()

PrintShort ()

GetANewProcess () returns ptr to ProcessControlBlock

FreeProcess (p: ptr to ProcessControlBlock)

TurnIntoZombie (p: ptr to ProcessControlBlock)

WaitForZombie (proc: ptr to ProcessControlBlock) returns int   endClass

 

There will be only one ProcessManager and this instance (initialized at start-up time) will be called processManager.

 

processManager = new ProcessManager       processManager.Init ()

 

The Print() and PrintShort() methods for ProcessControlBlocks are provided for you.  You are to implement the methods Init, GetANewProcess, and FreeProcess.  The methods TurnIntoZombie and WaitForZombie will be implemented in a later project and can be ignored for now.

 

The freeList is a list of all ProcessControlBlocks that are FREE.  The status of a ProcessControlBlock should be FREE if and only if it is on the freeList.

 

We assume that several threads may more-or-less simultaneously request a new ProcessControlBlock by calling GetANewProcess.  The ProcessManager should be a “monitor,” in order to protect the freeList from concurrent access.  The Mutex called processManagerLock is for that purpose.  When a ProcessControlBlock is added to the freeList, the condition aProcessBecameFree can be Signaled to wake up any thread waiting for a ProcessControlBlock.

 

Initializing the ProcessControlManager should initialize

 

the processTable array

all the ProcessControlBlocks in that array

the processManagerLock

the aProcessBecameFree and the aProcessDied condition variables              the freeList

 

All ProcessControlBlocks should be initialized and placed on the freeList.

 

The condition called aProcessDied is signaled when a process goes from ACTIVE to ZOMBIE.  It will not be used in this project, but should be initialized nonetheless.

 

The GetANewProcess method is similar to the GetANewThread method, except that it must also assign a process ID.  In other words, it must set the pid.  The ProcessManager will need to manage a single integer for this purpose.  (Perhaps you might call it nextPid).  Every time a ProcessControlBlock is allocated (i.e., everytime GetANewProcess is called), this integer must be incremented and used to set the process’s pidGetANewProcess should also set the process’s status to ACTIVE.

 

The FreeProcess method must change the process’s status to FREE and add it to the free list.

 

Both GetANewProcess and FreeProcess are monitor entry methods.

 

 

 

Task 3: The Frame Manager

 

The lower portion of the physical memory of the BLITZ computer, starting at location zero, will contain the kernel code.  It is not clear exactly how big this will be, but we will allocate 1 MByte for the kernel code.  After that will come a portion of memory (called the “frame region”) which will be allocated for various purposes.  For example, the disk controller may need a little memory for buffers and each of the user-level processes will need memory for “virtual pages.”

 

The area of memory called the frame region will be viewed as a sequence of “frames”.  Each frame will be the same size and we will have a fixed number of frames.  For concreteness, here are some constants from Kernel.h.

 

PAGE_SIZE = 8192                               — in hex: 0x00002000

PHYSICAL_ADDRESS_OF_FIRST_PAGE_FRAME = 1048576 — in hex: 0x00100000   NUMBER_OF_PHYSICAL_PAGE_FRAMES = 512           — in hex: 0x00000200

 

This results in a frame region of 4 MB, so our kernel would fit into a 5 MByte memory.

 

The frame size and the page size are the same, namely 8K.  In later projects, each frame will hold a page of memory.  For now, we can think of each frame as a resource that must be managed.  We will not really do anything with the frames.  This is similar to the dice in the gaming parlor and the forks for the philosophers… we were concerned with allocating them to threads, but didn’t really use them in any way.

 

Each frame is a resource, like the dice of the game parlor, or the philosophers’ forks.  From time to time, a thread will request some frames; the frameManager will either be able to satisfy the request, or the requesting thread will have to wait until the request can be satisfied.

 

For the purposes of testing our code, we will work with a smaller frame region of only a few frames.  This will cause more contention for resources and stress our concurrency control a little more.  (For later projects, we can restore this constant to the larger value.)

 

NUMBER_OF_PHYSICAL_PAGE_FRAMES = 27           — For testing only

 

Here is the definition of the FrameManager class:

 

class FrameManager     superclass Object     fields

framesInUse: BitMap       numberFreeFrames: int       frameManagerLock: Mutex       newFramesAvailable: Condition

methods       Init ()

Print ()

GetAFrame () returns int          — returns addr of frame

GetNewFrames (aPageTable: ptr to AddrSpace, numFramesNeeded: int)

ReturnAllFrames (aPageTable: ptr to AddrSpace)   endClass

 

There will be exactly one frameManager object, created at kernel start-up time.

 

frameManager = new FrameManager       frameManager.Init ()

 

With frames (unlike the ProcessControlBlocks) there is no object to represent each resource.  So to keep track of which frames are free, we will use the BitMap package.  Take a look at it.  Basically, the BitMap class gives us a way to deal with long strings of bits.  We can do things like (1) set a bit, (2) clear a bit, and (3) test a bit.  We will use a long bit string to tell which frames are in use and which are free; this is the framesInUse field.  For each frame, there is a bit.  If the bit is 1 (i.e., is “set”) then the frame is in use; if the bit is 0 (i.e., is “clear”) then the frame is free.

 

The frameManager should be organized as a “Monitor class.”  The frameManagerLock is used to make sure only one method at a time is executing in the FrameManager code.

 

We have provided the code for the Init, Print, and GetAFrame methods; you’ll need to implement GetNewFrames, , and ReturnAllFrames.

 

The method GetANewFrame allocates one frame (waiting until at least one is available) and returns the address of the frame.  (Since there is never a need to return frames one at a time, there is no “ReturnOneFrame” method.)

 

When the frames are gotten, the GetNewFrames method needs to make a note of which frames have been allocated.  It does this by storing the address of each frame it allocates (the address of the first byte in each frame) into an AddrSpace object.

 

An AddrSpace object is used to represent a virtual address space and to tell where in physical memory the virtual pages are actually located.  For example, for a virtual address space with 10 pages, the AddrSpace object will contain an ordered list of 10 physical memory addresses.  These are the addresses of the 10 “frames” holding the 10 pages in the virtual address space.  However, the AddrSpace object contains more information.  For each page, it also contains information about whether the page has been modified, whether the page is read-only or writable, etc.  The information in an AddrSpace object is stored in exactly the format required by the CPU’s memory management hardware.  In later projects, this will allow us to use the AddrSpace object as the current page table for a running user-level process.  At that time, when we switch to a user-level process, we’ll have to tell the CPU which AddrSpace object to use for its page table.  In addition to looking over the code in AddrSpace, you may want to review the BLITZ architecture manual’s discussion of page tables.

 

The code in method

 

GetNewFrames (aPageTable: ptr to AddrSpace, numFramesNeeded: int)

 

needs to do the following:

 

  • Acquire the frame manager lock.
  • Wait on newFramesAvailable until there are enough free frames to satisfy the request. (3) Do a loop for each of the frames

for i = 0 to numFramesNeeded-1

  • determine which frame is free (find and set a bit in the framesInUse BitMap)
  • figure out the address of the free frame
  • execute the following

aPageTable.SetFrameAddr (i, frameAddr)

to store the address of the frame which has been allocated

  • Adjust the number of free frames
  • Set numberOfPages to the number of frames allocated.
  • Unlock the frame manager

 

The code in method

 

ReturnAllFrames (aPageTable: ptr to AddrSpace)

 

needs to do more or less the opposite.  It can look at aPageTable.numberOfPages to see how many are being returned.  It can then go through the page table and see which frames it possessed.  For each, it can clear the bit.

 

for i = 0 to numFramesReturned-1      frameAddr = aPageTable.ExtractFrameAddr (i)       bitNumber = …frameAddr…

framesInUse.ClearBit(bitNumber )        endFor

 

It will also need to adjust the number of free frames and “notify” any waiting threads that more frames have become available.

 

You’ll need to do a Broadcast, because a Signal will only wake up one thread.  The thread that gets awakened may not have enough free frames to complete, but other waiting threads may be able to proceed.  A broadcast should be adequate, but perhaps after carefully studying the Game Parlor problem, you will find a more elegant approach which wakes up only a single thread.

 

Also note that there is a possibility of starvation here.  It is possible that one large process will be waiting for a lot of frames (e.g., 100 frames).  Perhaps there are many small processes which free a few frames here and there, but there are always other small processes that grab those frames.  Since there are never more than a few free frames at a time, the big process will get starved.

 

This particular scenario for starvation, where processes are competing for frames) is a very real danger in an OS and a “real” OS would need to ensure that starvation could not happen.  However, in our situation, it is acceptable to provide a solution that risks starvation.

 

Do not modify the code for the AddrSpace class.

 

 

 

Task 4:  Change Condition Variables to Hoare Semantics

 

The code we have given you for the Signal method in the Condition class uses MESA semantics.  Change the implementation so that it uses Hoare semantics.

 

With MESA semantics, you tend to see code like this in monitors:

 

NewResourcesHaveBecomeAvail: Condition

 

In method A:

numberAvail = numberAvail + 1              NewResourcesHaveBecomeAvail.Signal()

In method B:

while (numberAvail == 0)

NewResourcesHaveBecomeAvail.Wait()

endWhile

 

The code in method B contains a while loop because there is a possibility that some other thread has snuck in between the Signal and the Wait.  When method A increments numberAvail, the condition (“resources are now available for some other thread to use”) has been made true.  Method A invokes Signal to wake up some thread that is waiting for resources.  The problem is that some other thread may have run between the Signal and the reawakening of the Wait in method B.  Other threads may have come in and grabbed all the resources.  So when the waiting thread is reawakened, it must always recheck for resources (or more generally, it must check to ensure the condition is still true.)

Unfortunately, the condition may have changed back to false (i.e., no resources are available), so the thread will have to wait some more.

And with MESA semantics, starvation becomes a bigger problem.  What if the thread waits, wakes up, and then goes back to sleep, over and over.  Each time a Signal occurs, some other thread just happens to get in first and steal the resource.  Then the unlucky thread keeps waking up, testing, and going back into a waiting sleep.  This is a very real possibility if you have three threads and they are scheduled in round-robin fashion.  Thread A runs and signals thread C.  Thread B runs and takes the resource.  Thread C runs, finds the condition is false and goes back to sleep.  Then thread A runs again, and so on.

With Hoare semantics, the thread needing the resources can use code like this:

 

if (numberAvail == 0)

NewResourcesHaveBecomeAvail.Wait()

endIf        …

Once the thread is reawakened, it can be sure that nothing has happened between the Signal and it; it can be sure that no other thread has gotten into the monitor.

 

Starvation is easier to ensure against, too.  If a thread needs a resource, it waits.  We assume the waiting queue is FIFO, so that the waiting thread will eventually be awakened.  And when it wakes, it will proceed forward, without looping.  Therefore, each Signal wakes one thread which proceeds and, given enough Signals to awaken any thread who went to sleep first, the thread in question will eventually get awakened.

(Of course starvation-related bugs are still possible!  For example, it might be that the code fails to Signal the condition enough times, leaving some thread waiting forever.  The contribution of the monitor concept is to make it easier to write bug-free code, not to make it impossible to create bugs!)

All further design choices are up to you.  We are not providing any testing code at all; you’ll have to figure out how to test your code.

If you have time, you may go back to the previous tasks to incorporate your Hoare Semantics code in their solutions, but remember to complete the above tasks before starting on the Hoare Semantics task.

Do not modify…

Do not modify any files except:

     Kernel.h

     Kernel.c

Do not create global variables (except for testing purposes).  Do not modify the methods we have provided.

Policy Concerning Project Deadlines

 

The previous projects were designed to get you up to speed and to let you know how much time the programming portion of this class will take.  Some of the tasks were intentionally quite difficult, in order to challenge the ambitious students and to motivate all students to pay close attention to the subtleties of concurrency problems and their solutions.  The previous projects were independent, in the sense your solution code did not need to be 100% correct in order to continue with the BLITZ kernel project.

 

Things change with this project.  Buggy code in this project is not acceptable and will make it impossible to complete the future projects.

 

In particular, you must complete tasks 1, 2 and 3 in this project before you can begin the next project.  You must get your code working and pass the test programs before going on, unlike the previous projects in which successful completion was not a barrier to moving on.  However, task 4 (the Hoare Semantics task) is somewhat optional, in the sense that this code will not be needed in future projects.

 

If you are able to complete tasks 1, 2 and 3 on time, then hand in whatever you were able to achieve on task 4 and move on to the next project.  The Hoare Semantics task is provided as an extra challenge; if you don’t have time for it, then do not allow yourself to fall behind on the next project.

 

If you are unable to complete tasks 1, 2 and 3, keep working on them until your code works 100% correctly.

 

Students who have difficulty completing the projects on time will start to fall behind.  Perhaps such a student can worker a little harder to catch up on the next project and can still get the entire kernel finished on time.  Or perhaps the student will remain behind schedule and will be unable to complete one or more of the later projects.  Such a student will not be able to get the completed kernel working by the end of the class.

 

We recommend that your instructor base grades, from this project onward, on program “style” only.  We recommend they simply not accept any programs that fail to work correctly, as defined by our test suite.  If there are problems with the output, the student must finish / fix the code and re-submit it when it is working correctly, regardless of how long it takes.  The final course grade will then be determined in part by how many of the projects the student was able to complete before the end of the course.

 

Your instructor may alter this policy.  Of course, your instructor’s policy takes precedence over what is written here.

 

 

  • p4-baatnt.zip