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Scheduling
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Alternating Sequence of CPU And I/O Bursts
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Simple Categories of Processes CPU-bound process is one that has more and larger CPU bursts (spends most of its time computing). An I/O-bound process spends most of its time waiting for I/O.
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Histogram of CPU-burst Times
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Computing Environments Batch E.g., supercomputing centers, mainframes/workstations for business computing.
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JobOwnerJob NameQueueState#NdsTime Used % Time Max Time 42713 0 kensongA3idqueON HOLD240%24:00:00 42722 6 kensongA3idqueON HOLD240%24:00:00 46015 7 jmehringSCEC_CyberShake_PAS_2dqueQueued1440%24:00:00 46023 3 stolbovcocuphGggalongRUNNING802:42:533%96:00:00 46023 4 stolbovcocuphGggalongON HOLD80%96:00:00 46237 5 stolbovcocuphMggalongON HOLD80%96:00:00 46237 6 stolbovcocuphMggalongON HOLD80%96:00:00 46453 5 zhaolSCEC_LAB_TOMOdqueRUNNING25602:05:079%24:00:00 47034 2 yujiewuq192a_1dqueRUNNING6402:43:0611%24:00:00
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Interactive Systems (e.g., Gandalf). Real-Time systems.
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CPU Scheduler Selects from among the processes in memory (on ready queue), and allocates the CPU to one of them. CPU scheduling decisions may take place when a process: 1.Switches from running to waiting state. 2.Switches from running to ready state. 3.Switches from waiting to ready. 4.Terminates. Scheduling under 1 and 4 is nonpreemptive. All other scheduling is preemptive.
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Dispatcher Dispatcher module gives control of the CPU to the process selected by the short-term scheduler; this involves: switching context switching to user mode jumping to the proper location in the user program to restart that program Dispatch latency – time it takes for the dispatcher to stop one process and start another running.
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Possible Scheduling Goals CPU utilization – keep the CPU as busy as possible Throughput – # of processes that complete their execution per time unit Turnaround time – amount of time to execute a particular process
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Possible Scheduling Goals (continued) Waiting time – amount of time a process has been waiting in the ready queue Response time – amount of time it takes from issuing a command and getting response (interactive systems, PCs).
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Optimization Criteria Max CPU utilization Max throughput Min turnaround time Min waiting time Min response time
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Optimization Criteria: Conflicting Maximize throughput Execute all shortest jobs first. Minimize turnaround time Turnaround time is increased significantly if long jobs are never executed.
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Goals of Scheduling Algorithms All systems: Fairness Balance (keep all parts of the system busy). Batch Systems: Maximize throughput. Minimize turnaround time CPU utilization. Interactive systems: Response time.
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Real-time systems: Meeting deadlines
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First-Come, First-Served (FCFS) Scheduling Allocate CPU to processes based on arrival order. Non-preemptive. Process executes until completes or blocks on I/O or other system resource. Used in batch systems (with some modifications). Not a good idea for a timesharing system!
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First-Come, First-Served (FCFS) Scheduling ProcessBurst Time P 1 24 P 2 3 P 3 3 Suppose that the processes arrive in the order: P 1, P 2, P 3
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The Gantt Chart for the schedule is: Waiting time for P 1 = 0; P 2 = 24; P 3 = 27 Average waiting time: (0 + 24 + 27)/3 = 17 P1P1 P2P2 P3P3 2427300
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FCFS Scheduling (Cont.) Suppose that the processes arrive in the order P 2, P 3, P 1. The Gantt chart for the schedule is: Waiting time for P 1 = 6; P 2 = 0 ; P 3 = 3 Average waiting time: (6 + 0 + 3)/3 = 3 Much better than previous case. P1P1 P3P3 P2P2 63300
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One problem with FCFS is that average waiting time can be quite large. Another problem is the Convoy effect. Consider: 4 processes; 1 CPU-bound with CPU burst of 20 units followed by an I/O request requiring 10 units. 3 I/O bound processes with 1 unit of CPU burst followed by 10 units of I/O.
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P0 P1 P2 P3 0 19 20 21 22
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P0 P1 P2 P3 0 19 20 21 22 I/O 1 I/O 2 I/O 3 I/O 4 P0: 7 P1: 8 P2: 9 P3: 10
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P0 P1 P2 P3 P0 0 19 20 21 22 29 I/O 1 I/O 2 I/O 3 I/O 4 P1: 1 P2: 2 P3: 3 I/O Devices Idle CPU Idle
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P0 P1 P2 P3 P0 0 19 20 21 22 29 32 49 I/O 1 I/O 2 I/O 3 I/O 4 I/O Devices Idle CPU IdleI/O Devices Idle
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FCFS Scheduling (Cont.) Convoy effect short I/O bound processes behind long CPU- bound process. CPU-bound process executes, I/O processes wait in Ready Queue. CPU-bound process completes execution burst and waits on I/O device. IO-Bound processes quickly complete CPU burst and block on I/O device. CPU is idle until I/O completed for CPU-bound process. CPU-bound process resumes, I/O-bound processes complete I/O request and move to RQ. I/O devices idle while CPU-bound process monopolizes CPU.
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Shortest-Job-First (SJR) Scheduling Associate with each process the length of its next CPU burst. Use these lengths to schedule the process with the shortest time. Two schemes: nonpreemptive – once CPU given to the process it cannot be preempted until completes its CPU burst.
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Shortest-Job-First (SJR) Scheduling preemptive – if a new process arrives with CPU burst length less than remaining time of current executing process, preempt. This scheme is know as the Shortest-Remaining-Time-First (SRTF). SJF is optimal – gives minimum average waiting time for a given set of processes.
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ProcessArrival TimeBurst Time P 1 0.07 P 2 2.04 P 3 4.01 P 4 5.04 Example of Non-Preemptive SJF P1P1 P3P3 P2P2 73160 P4P4 812
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Average waiting time = (0 + 6 + 3 + 7)/4 - 4 Example of Non-Preemptive SJF P1P1 P3P3 P2P2 73160 P4P4 812
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Preemptive Shortest Job First If a job arrives at the queue with a burst time less than that of the running process, the running process is preempted. Decision only made when a new process enters the queue.
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Preemptive SJF Process Arrival Time Burst Time P 1 0.07 P 2 2.04 P 3 4.01 P 4 5.04
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P1P1 42 11 0 57 16 Process Arrival Time Burst Time P 1 0.07 P 2 2.04 P 3 4.01 P 4 5.04
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ProcessArrival TimeBurst Time P 1 0.07 P 2 2.04 P2 Remainder = 4. P1 Remainder = 5. Result: P1 preempted at time 2. P1P1 P3P3 P2P2 42 11 0 P4P4 57 P2P2 P1P1 16
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ProcessArrival TimeBurst Time P 1 0.07 P 2 2.04 P 3 4.01 P1: 5 P2: 2P2 Preempted. P3 completes at time 5. P3: 1 P1P1 P3P3 P2P2 42 11 0 P4P4 57 P2P2 P1P1 16
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ProcessArrival TimeBurst Time P 1 0.07 P 2 2.04 P 4 5.04 P1: 5 P2: 2 P4: 4
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P1P1 P3P3 P2P2 42 11 0 P4P4 57 P2P2 P1P1 16 P2 Completes at time 7. P1: Remaining time of 5. P4: Remaining time of 4.
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P1P1 P3P3 P2P2 42 11 0 P4P4 57 P2P2 P1P1 16 Process Arrival Time Burst Time P10.07 P22.04 P34.01 P45.04 P1: Waits from time 2 to time 11 = 9 P2: Waits from time 4 to time 5 = 1 P3: No waiting = 0 P4: Waits from time 5 to time 7 = 2 Average wait = 12/4 = 3.
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Determining Length of Next CPU Burst Can only estimate the length. Estimate made based on some sort of statistic of historical behavior. Assume BL2 == BL1 (Next same as last). Take mean of last n burst lengths. Exponential average of previous bursts.
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Homework #2 Please answer the following question from Chapter 5. 5.2, 5.4, 5.5, 5.6, 5.7, 5.8, 5.10.
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Scheduling in Batch Systems Three level scheduling
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Memory Scheduler Decisions based on for example: Time since swapped out. Amount of CPU time allocated so far. How large. How important.
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Admission Scheduler Based on “degree of multiprogramming” Process mix.
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Priority Scheduling A priority number (integer) is associated with each process The CPU is allocated to the process with the highest priority (smallest integer highest priority). Preemptive nonpreemptive SJF is a priority scheduling where priority is the predicted next CPU burst time. Problem Starvation – low priority processes may never execute.
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Priority Scheduling Solution Aging – as time progresses increase the priority of the process. Unix has mechanism for user to lower their priority through the nice system call.
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Scheduling for Interactive Systems: Round Robin (RR) Each process gets a small unit of CPU time (time quantum), usually 10-100 milliseconds. After this time has elapsed, the process is preempted and added to the end of the ready queue. If there are n processes in the ready queue and the time quantum is q, then each process gets 1/n of the CPU time in chunks of at most q time units at once. No process waits more than (n-1)q time units.
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Scheduling for Interactive Systems: Round Robin (RR) Performance q large FIFO q small High overhead: Must be large with respect to context switch, otherwise overhead is too high.
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Scheduling in Interactive Systems Round Robin Scheduling a) list of runnable processes b) list of runnable processes after B uses up its quantum
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How long should the quantum be? quantum too short Assume switch time = 5ms and quantum = 20ms: Wasted time = 5/(5+20) = 20% quantum too long: e.g., switch time = 5ms, quantum = 200ms: Wasted time = 5/(5+200) = approx. 2% but if have 100 processes, response time for 200th is pretty bad. This is the quantum Linux uses.
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Time Quantum and Context Switch Time
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Multilevel Queue Scheduling
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Multilevel Queue Ready queue is partitioned into separate queues (e.g.,): foreground (interactive) background (batch) Each queue has its own scheduling algorithm, foreground – RR background – FCFS Processes do not change queues
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Multilevel Queue Scheduling must also be done between the queues. Fixed priority scheduling; (i.e., serve all from foreground then from background). Possibility of starvation. Time slice – each queue gets a certain amount of CPU time which it can schedule amongst its processes; i.e., 80% to foreground in RR 20% to background in FCFS
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Multilevel Feedback Queue A process can move between the various queues; aging can be implemented this way. Higher priority queues can preempt lower priority queues. Multilevel-feedback-queue scheduler defined by the following parameters: number of queues scheduling algorithms for each queue
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Multilevel Feedback Queue method used to determine when to upgrade a process method used to determine when to demote a process method used to determine which queue a process will enter when that process needs service
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Example of Multilevel Feedback Queue Three queues: Q 0 – time quantum 8 milliseconds Q 1 – time quantum 16 milliseconds Q 2 – FCFS
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Example of Multilevel Feedback Queue Scheduling A new job enters queue Q 0 which is served RR. When it gains CPU, job receives 8 milliseconds. If it does not finish in 8 milliseconds, job is moved to queue Q 1. At Q 1 job is again served RR and receives 16 additional milliseconds. If it still does not complete, it is preempted and moved to queue Q 2.
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Multilevel Feedback Queues
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