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Processes Chapter 3. Processes  OS provides concurrency transparency of multiple processes (sharing CPU, memory)  High price  Process creation  Context.

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Presentation on theme: "Processes Chapter 3. Processes  OS provides concurrency transparency of multiple processes (sharing CPU, memory)  High price  Process creation  Context."— Presentation transcript:

1 Processes Chapter 3

2 Processes  OS provides concurrency transparency of multiple processes (sharing CPU, memory)  High price  Process creation  Context switch  Difference between Processes and Threads?  Thread context includes only CPU context  Using thread, no concurrency transparency anymore!  Multithreading improves performance

3 Thread Usage in Nondistributed Systems Context switching as the result of IPC

4 User-level thread or kernel thread  User-level threads  Cheap to create/destroy  Thread context switch is efficient, e.g., the values of CPU registers  Drawback: block the process to which the thread belongs when calling a (synchronous) system call  Kernel-level threads  Do not have such a drawback  Drawback: expensive in thread operations (create, destroy, synchronization). Context switching is as expensive as process context switching  Solution?  Lightweight processes (LWP): hybrid of user-level and kernel- level threads

5 Thread Implementation Combining kernel-level lightweight processes and user-level threads.

6 Threads in Distributed Systems  Property of threads: allowing blocking system calls without blocking the entire process in which the thread is running.  Multithreaded Clients  Hide communication latencies  Example: Web browser ?  Multithreaded Servers  Simplify server code  Exploit parallelism, high performance

7 Multithreaded Servers (1) A multithreaded server organized in a dispatcher/worker model.

8 Multithreaded Servers (2) Three ways to construct a server. ModelCharacteristics ThreadsParallelism, blocking system calls Single-threaded processNo parallelism, blocking system calls Finite-state machineParallelism, nonblocking system calls

9 Clients

10 The X-Window System The basic organization of the X Window System

11 Client-Side Software for Distribution Transparency A possible approach to transparent replication of a remote object using a client-side solution.

12 Servers: General Design Issues  Iterative servers or concurrent servers (fork, threading)

13 Servers: General Design Issues a)Client-to-server binding using a daemon as in DCE b)Client-to-server binding using a superserver as in UNIX 3.7

14 Servers: General Design Issues  Stateless servers or stateful servers?  Stateless servers  Do not keep info on the state of the clients  Do not inform the clients when changing its state  Example: Web server  Stateful servers  In contrast with stateless servers  May better performance  But if crash, need to recover the client states, complexity  Unscalable  Cookie: a solution

15 Object Servers  Definition: a server to support distributed objects  The server itself does not provide a specific service  It provides only the means to invoke local objects that implement the services  Objects  Data represents its state  Coding forms the implementation of its methods/services  How to invoke objects  Only one way to invoke objects: that provide same interface  Different policies to invoke different objects: created on-demand or precreated objects  Each object has a thread v.s. each invocation request corresponds to a thread? (threading, concurrent access control)

16 Object Adapter  Definition: A mechanism to group objects by policies, or a software implementing a specific activation policy  Generic components, for each policy  Unaware of the specific interfaces of the objects it wraps  Actions  Extracts an object reference from an invocation request  Dispatches the request to the referenced objects (via the server-side stub of the object)  Sends back the response message

17 Object Adapter (1) Organization of an object server supporting different activation policies.

18 Object Adapter (2) The header.h file used by the adapter and any program that calls an adapter. /* Definitions needed by caller of adapter and adapter */ #define TRUE 1 #define MAX_DATA 65536 /* Definition of general message format */ struct message { long source/* senders identity */ long object_id;/* identifier for the requested object */ long method_id;/* identifier for the requested method */ unsigned size;/* total bytes in list of parameters */ char **data;/* parameters as sequence of bytes */ }; /* General definition of operation to be called at skeleton of object */ typedef void (*METHOD_CALL)(unsigned, char* unsigned*, char**); long register_object (METHOD_CALL call);/* register an object */ void unrigester_object (long object)id);/* unrigester an object */ void invoke_adapter (message *request);/* call the adapter */

19 Object Adapter (3) The thread.h file used by the adapter for using threads. Thread communications by buffers/message queues typedef struct thread THREAD;/* hidden definition of a thread */ thread *CREATE_THREAD (void (*body)(long tid), long thread_id); /* Create a thread by giving a pointer to a function that defines the actual */ /* behavior of the thread, along with a thread identifier */ void get_msg (unsigned *size, char **data); void put_msg(THREAD *receiver, unsigned size, char **data); /* Calling get_msg blocks the thread until of a message has been put into its */ /* associated buffer. Putting a message in a thread's buffer is a nonblocking */ /* operation. */

20 Object Adapter Implementation  Implements a thread-per-object policy  Buffers/Message queues as communication between threads

21 Object Adapter (4) The main part of an adapter that implements a thread-per-object policy.

22 Thinking and reflections  The concept of object adapters and buffers/MSG queues as thread communications can be extended to support concurrent server design  Front server: receive requests, put the requests into corresponding thread’s MSG queues/buffers  Thread read requests, perform the functions and put the response message into the front server’s queue  Front server/Reply server writes back the message to the clients

23 Code Migration  Previous applications: move data  Now: move code/program  Reasons for migrating code  Move computation load, improve performance  Reduce bandwidth cost by data transferring  Flexibility: dynamically configure distributed system  Examples:  Ship client application to the database server to reduce the amount of data needed to be transferred  Client-side downloads codes from server, such as filling out a form at client-side

24 Reasons for Migrating Code The principle of dynamically configuring a client to communicate to a server. The client first fetches the necessary software, and then invokes the server.

25 Implication of Code Migration  Not ONLY code  Code segment  Resource segment: needed by the process  Execution segment: current execution state of the process  Weak mobility  strong mobility  Weak: only code segment which is portable  Strong: a process stops, move to another environments and resumes its execution. Powerful but hard to implement

26 Models for Code Migration Alternatives for code migration.

27 Migration and Local Resources Actions to be taken with respect to the references to local resources when migrating code to another machine. Binding by identifier, by value and by type (rebinding the same type) UnattachedFastenedFixed By identifier By value By type MV (or GR) CP ( or MV, GR) RB (or GR, CP) GR (or MV) GR (or CP) RB (or GR, CP) GR RB (or GR) Resource-to machine binding Process-to- resource binding

28 Migration in Heterogeneous Systems The principle of maintaining a migration stack to support migration of an execution segment in a heterogeneous environment. For procedural languages such as C and Java. Code migration is restricted to specific points (e.g., a subroutine is called) in the execution of the program. Migration stack 3-15

29 Overview of Code Migration in D'Agents (1) A simple example of a Tel agent in D'Agents submitting a script to a remote machine (adapted from [gray.r95]) proc factorial n { if ($n  1) { return 1; }# fac(1) = 1 expr $n * [ factorial [expr $n – 1] ] # fac(n) = n * fac(n – 1) } set number … # tells which factorial to compute set machine … # identify the target machine agent_submit $machine –procs factorial –vars number –script {factorial $number } agent_receive …# receive the results (left unspecified for simplicity)

30 Overview of Code Migration in D'Agents (2) An example of a Tel agent in D'Agents migrating to different machines where it executes the UNIX who command (adapted from [gray.r95]) all_users $machines proc all_users machines { set list ""# Create an initially empty list foreach m $machines {# Consider all hosts in the set of given machines agent_jump $m# Jump to each host set users [exec who]# Execute the who command append list $users# Append the results to the list } return $list# Return the complete list when done } set machines …# Initialize the set of machines to jump to set this_machine# Set to the host that starts the agent # Create a migrating agent by submitting the script to this machine, from where # it will jump to all the others in $machines. agent_submit $this_machine –procs all_users -vars machines -script { all_users $machines } agent_receive …#receive the results (left unspecified for simplicity)

31 Implementation Issues (1) The architecture of the D'Agents system.

32 Implementation Issues (2) The parts comprising the state of an agent in D'Agents. StatusDescription Global interpreter variablesVariables needed by the interpreter of an agent Global system variablesReturn codes, error codes, error strings, etc. Global program variablesUser-defined global variables in a program Procedure definitionsDefinitions of scripts to be executed by an agent Stack of commandsStack of commands currently being executed Stack of call frames Stack of activation records, one for each running command

33 Software Agents in Distributed Systems Some important properties by which different types of agents can be distinguished. Property Common to all agents? Description AutonomousYesCan act on its own ReactiveYesResponds timely to changes in its environment ProactiveYesInitiates actions that affects its environment CommunicativeYes Can exchange information with users and other agents ContinuousNoHas a relatively long lifespan MobileNoCan migrate from one site to another AdaptiveNoCapable of learning

34 Agent Technology The general model of an agent platform (adapted from [fipa98-mgt]).

35 Agent Communication Languages (1) Examples of different message types in the FIPA ACL [fipa98-acl], giving the purpose of a message, along with the description of the actual message content. Message purposeDescriptionMessage Content INFORMInform that a given proposition is trueProposition QUERY-IFQuery whether a given proposition is trueProposition QUERY-REFQuery for a give objectExpression CFPAsk for a proposalProposal specifics PROPOSEProvide a proposalProposal ACCEPT-PROPOSALTell that a given proposal is acceptedProposal ID REJECT-PROPOSALTell that a given proposal is rejectedProposal ID REQUESTRequest that an action be performedAction specification SUBSCRIBESubscribe to an information source Reference to source

36 Agent Communication Languages (2) A simple example of a FIPA ACL message sent between two agents using Prolog to express genealogy information. FieldValue PurposeINFORM Sendermax@http://fanclub-beatrix.royalty-spotters.nl:7239 Receiverelke@iiop://royalty-watcher.uk:5623 LanguageProlog Ontologygenealogy Contentfemale(beatrix),parent(beatrix,juliana,bernhard)


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