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OPERATING SYSTEM

AIMS AND OBJECTIVES


Computer software can be divided into two main categories: application software and system
software. Application software consists of the programs for performing tasks particular to the
machine's utilization. Examples of application software include spreadsheets, database systems,
desktop publishing systems, program development software, and games." The most important
type of system software is the operating system.
An operating system has three main responsibilities:
i)
Perform basic tasks, such as recognizing input from the keyboard, sending output to the
display screen, keeping track of files and directories on the disk, and controlling
peripheral devices such as disk drives and printers.
ii)
Ensure that different programs and users running at the same time do not interfere with
each other.
iii)
Provide a software platform on top of which other programs (i.e., application software)
can run.
Introduction
The functions and working of operating system can be better understood by the beginners, if we
start with an example which is analogous with the operating system. The basic functions of an
operating system are as follows:
File management--analogous to the file cabinet and its use
Working with the Files--analogous to picking up and preparing to use a calculator or
some other tool
Configuration of your working environment--analogous to shifting your desk around
to suit you better
History of DOS
Definition of DOS
DOS (an acronym for Disk Operation System) is a tool which allows you to control the operation
of the Personal Computer. DOS is a software, which was written to control hardware. DOS can
be used for a wide range of tasks. You will be able to manage well if you master only a small
subset of DOS commands and functions. The environment provided by DOS is to give the user
quick and direct access to the basic utility of the computer. All tasks are accomplished by typing
in commands at a command prompt
The operating system offers a hardware abstraction layer that allows development of characterbased applications, but not for accessing most of the hardware, such as graphics cards, printers,
or mice. This required programmers to access the hardware directly, resulting in each application
having its own set of device drivers for each hardware peripheral. Hardware manufacturers
would release specifications to ensure device drivers for popular applications were available.
History and Versions
Early versions of Microsoft Windows were little more than a graphical shell for DOS, and later
versions of Windows were tightly integrated with MS-DOS. It is also possible to run DOS
programs under OS/2 and Linux using virtual-machine emulators. Because of the long existence

and ubiquity of DOS in the world of the PC-compatible platform, DOS was often considered to
be the native operating system of the PC compatible platform.
There are alternative versions of DOS, such as FreeDOS and OpenDOS. FreeDOS appeared in
1994 due to Microsoft Windows 95, which differed from Windows 3.11
DOS Working Environment
This subsection will give you a general understanding about the command prompt, directory,
Directory, Working with the files, File naming conventions, Viewing, Editing, Executing, Stop
Execution, Printing, Backup files, and Rebooting.
Command Prompt
If we take a look at the computer screen, we are likely to see a blank screen with the exception of
a few lines, at least one of which begins with a capital letter followed by a colon and a backslash
and ends with a greater-than symbol (>):
C:\>
Any line in DOS that begins like this is a command prompt. This line prompt is the main way
users know where they are in DOS. Here is how:
The C: tells the user that he/she is working within the filespace (disk storage) on the hard
drive
given the designation C. C is usually reserved for the internal hard disk of a PC.
The backslash (\) represents a level in the hierarchy of the file structure. There is always at
least one because it represents the root directory, the very first level of your hard disk.
Folder icons represent a directory, and the
document icons represent actual files in those
directories.

In DOS, the same file, SAMPLE, is


represented this way:
C:\DEMO\DOS&WIN\SAMPLES\SAMPLE
or, to mimic a graphic representation,
C:\
DEMO\
DOS&WIN\
SAMPLES\
SAMPLE

Directory
If you need more help in orienting yourself, it sometimes helps to take a look at the files and
directories available where you are by using the DIR command.
C:\>dir
This will give you a listing of all the files and directories contained in the current directory in
addition to some information about the directory itself. You will see the word volume in this
information. Volume is simply another word for a disk that the computer has access to. Your hard
disk is a volume, your floppy disk is a volume, a server disk (hard disk served over a network) is
a volume. Now you know fancy words for all the parts of the
format DOS uses to represent a file.
Volume: C:

Pathname: \DEMO\DOS&WIN\SAMPLES\
Filename: SAMPLE
Here are some helpful extensions of the DIR command:
C:\>dir | more
(will display the directory one screen at a time with a < more> prompt--use control-C to escape)
C:\>dir /w
(wide: will display the directory in columns across the screen)
C:\>dir /a
(all: will display the directory including hidden files and directories)
Working with the files
Understanding how to manage your files on your disk is not the same as being able to use them.
In DOS (and most operating systems), there are only two kinds of files, binary files and text files
(ASCII). Text files are basic files that can be read or viewed very easily. Binary files, on the
other hand, are not easily viewed. As a matter of fact, most binary files are not to be viewed but
to be executed. When you try to view these binary files (such as with a text editor), your screen is
filled with garbage and you may even hear beeps.
While there are only two kinds of files, it is often difficult to know which kind a particular file is.
For files can have any extension! Fortunately, there is a small set of extensions that have
standard meanings like .txt, .bat, and .dat for text files and .exe and .com for binary executables.
File naming conventions
Careful file naming can save time. Always choose names which provide a clue to the file's
contents. If you are working with a series of related files, use a number somewhere in the name
to indicate which version you have created. This applies only to the filename parameter; most of
the file extension parameters you will be using are predetermined or reserved by DOS for certain
types of file.
For example, data1.dat, employee.dat
Editing
You can view any text file using text editor.
For example to open a file named employee.txt in the work directory of the C drive
C:\work> edit employee.txt
Executing
Binary files ending in .exe are usually "executed" by typing the filename as if it were a
command. The following command would execute the WordPerfect application which appears
on the disk directory as WP.EXE:
C:\APPS\WP51>wp
Binary files ending in .com often contain one or more commands for execution either through the
command prompt or through some program.
Stop Execution
If you wish to stop the computer in the midst of executing the current command, you may use the
key sequence Ctrl-Break. Ctrl-Break does not always work with non-DOS commands. Some
software packages block its action in certain situations, but it is worth trying before you re-boot.

Rebooting
In some cases, when all attempts to recover from a barrage of error messages fails, as a last resort
you can reboot the computer. To do this, you press, all at once, the control, alternate and delete
(CTRL+ALT+DELELTE). If you re-boot, you may lose some of your work and any data active
in RAM which has not yet been saved to disk.
INTRODUCTION TO PROCESS
Aims and Objectives
In this lesson we will learn about the introduction of process, various states of the process, and
process transitions. The objectives of this lesson are to make the student aware of the basic
concepts process and its behaviors in an operating system.
INTRODUCTION TO PROCESS
Process is defined as a program in execution and is the unit of work in a modern timesharing
system. Such a system consists of a collection of processes: Operating-system processes
executing system code and user processes executing user code. All these processes can
potentially execute concurrently, with the CPU (or CPUs) multiplexed among them. By
switching the CPU between processes, the operating system can make the computer more
productive.
A process is more than the program code, it includes the program counter, the process stack, and
the contents of process register etc. The purpose of process stack is to store temporary data, such
as subroutine parameters, return address and temporary variables. All these information will be
stored in Process Control Block (PCB). The Process control block is a record containing many
pieces of information associated with a process including process state, program counter, cpu
registers, memory management information, accounting information, I/O status information, cpu
scheduling information, memory limits, and list of open files.
PROCESS STATES
When a process executes, it changes the state, generally the state of process is determine by the
current activity of the process. Each process may be in one of the following states.
New-------------: The process is being created.
Running--------: The process is being executed
Waiting---------: The process is waiting for some event to occur.
Ready-----------: The process is waiting to be assigned to a processor.
Terminate------: The process has finished execution.
The important thing is only one process can be running in any processor at any time. But many
processes may be in ready and waiting states. The ready processes are loaded in to a ready
queue. A queue is one type of data structure. It is used here to store process. The operating
system creates a process and prepares the process to be executed then the operating systems
moved the process in to ready queue. When it is time to select a process to run, the operating
system selects one of the jobs from the ready queue and moves the process from ready state to
running state. When the execution of a process has completed then the operating system
terminates that process from running state. Some times operating system terminates the process
for some other reasons also which include time limit exceeded, memory unavailable, access
violation, protection error, I/O failure, data misuse and so on.

When the time slot of the processor expires or if the processor receives any interrupt signal, then
the operating system shifts running process to ready state. For example, let process P1 be
executing in the processor and in the mean time let process P2 generates an interrupt signal to the
processor. The processor compares the priorities of process P1 and P2.
If P1>P2 then the processor continue the process P1. Otherwise the processor switches to
process P2 and the process P1 is moved to ready state.
A process is put into the waiting state, if the process need an event to occur or an I/O task is to be
done. For example if a process in running state need an I/O device, then the process is moved to
blocked (or) waiting state.
A process in the blocked (waiting) state is moved to the ready state when the event for which it
has been waiting occurs.
The OS maintains a ready list and a blocked list to store references to processes not running. The
following figure shows the process state diagram

New

Ready

Running

Terminated

Waiting

The new and terminated states are worth a bit of more explanation. The former refer to a process
that has just been defined (e.g. because an user issued a command at a terminal), and for which
the OS has performed the necessary housekeeping chores. The latter refers to a process whose
task is not running anymore, but whose context is still being saved (e.g. because an user may
want to inspect it using a debugger program).
A simple way to implement this process handling model in a multiprogramming OS would be to
maintain a queue (i.e. a first-in-first-out linear data structure) of processes, put at the end the
queue the current process when it must be paused, and run the first process in the queue.
However, it's easy to realize that this simple two-state model does not work. Given that the
number of processes that an OS can manage is limited by the available resources, and that I/O
events occur at much larger time scale that CPU events, it may well be the case that the first
process of the queue must still wait for an I/O event before being able to restart; even worse, it
may happen that most of the processes in the queue must wait for I/O. In this condition the
scheduler would just waste its time shifting the queue in search of a runnable process.
A solution is to split the not-running process class according to two possible conditions:
processes blocked in the wait for an I/O event to occur, and processes in pause, but nonetheless
ready to run when given a chance. A process would then be put from running into blocked state
on account of an event wait transition, would go running to ready state due to a timeout

transition, and from blocked to ready due to event occurred transition. This model would work
fine if the OS had an very large amount of main memory available and none of the processes
hogged too much of it, since in this case there would always be a fair number of ready processes.
However, because the costs involved this
scenario is hardly possible, and again the likely result is a list of blocked processes all waiting
for I/O.
PROCESS STATE TRANSITION
The various process states, displayed in a state diagram, with arrows indicating possible
transitions between states. Processes go through various process states which determine how the
process is handled by the operating system kernel. The specific implementations of these states
vary in different operating systems, and the names of these states are not standardized, but the
general high-level functionality is the same.
When a process is created, it needs to wait for the process scheduler (of the operating system) to
set its status to "waiting" and load it into main memory from secondary storage device (such as a
hard disk or a CD-ROM). Once the process has been assigned to a processor by a short-term
scheduler, a context switch is performed (loading the process into the processor) and the process
state is set to "running" - where the processor executes its instructions. If a process needs to wait
for a resource (such as waiting for user input, or waiting for a file to become available), it is
moved into the "blocked" state until it no longer needs to wait - then it is moved back into the
"waiting" state. Once the process finishes execution, or is terminated by the operating system, it
is moved to the "terminated" state where it waits to be removed from main memory. The act of
assigning a processor to the first process on the ready list is called dispatching. The OS may use
an interval timer to allow a
process to run for a specific time interval or quantum.
OPERATIONS ON PROCESS
There are various operations that can be performed on a process and are listed below.
a) create
b) destroy
c) suspend
d) resume
e) change priority
f) block
g) wake up
h) dispatch
i) enable
SUSPEND AND RESUME
The OS could then perform a suspend transition on blocked processes, swapping them
on disk and marking their state as suspended (after all, if they must wait for I/O, they might
as well do it out of costly RAM), load into main memory a previously suspended process,

activating into ready state and go on. However, swapping is an I/O operation in itself, and so
at a first sight things might seem to get even worse doing this way. Again the solution is to
carefully reconsider the reasons why processes are blocked and swapped, and recognize that
if a process is blocked because it waits for I/O, and then suspended. The I/O event might
occur while it sits swapped on the disk.
PROCESS STATE TRANSITIONS WITH SUSPEND AND RESUME

RUNNING

NEW

READY

SUSPENDEDREADY

EXITED

BLOCKED

SUSPENDEDBLOCKED

We can thus classify suspended processes into two classes: ready-suspended for those suspended
process whose restarting condition has occurred, and blocked-suspended for those who must still
wait instead. This classification allows the OS to pick from the good pool of ready-suspended
processes, when it wants to revive the queue in main memory. Provisions must be made for
passing processes between the new states. This means allowing for new transitions: activate and
suspend between ready and ready-suspended, and between blocked suspended and blocked as
well, end event-occurred transitions from blocked to ready, and from blocked-suspended to
ready-suspended as well.
SUSPENDING A PROCESS
Indefinitely removes it from contention for time on a processor without being destroyed
Useful for detecting security threats and for software debugging purposes
A suspension may be initiated by the process being suspended or by another process
A suspended process must be resumed by another process
INTERRUPT PROCESSING
AIMS AND OBJECTIVES
This lesson focuses on the following concepts
a) Introduction to interrupt processing
b) Interrupt classes
c) Context switching

The main objective of this lesson is to make the student aware of the interrupt processing, classes
and context switching.
INTRODUCTION TO INTERRUPT PROCESSING
An interrupt is an event that alters the sequence in which a processor executes instructions and it
is generated by the hardware of the computer system.
HANDLING INTERRUPTS
After receiving an interrupt, the processor completes execution of the current instruction, then
pauses the current process
The processor will then execute one of the kernels interrupt-handling functions
The interrupt handler determines how the system should respond
Interrupt handlers are stored in an array of pointers called the interrupt vector
After the interrupt handler completes, the interrupted process is restored and executed or the
next process is executed.
Interrupt handlers should be written in high-level languages so that they are easy to understand
and modify. They should be written in assembly language for efficiency reasons and because
they manipulate hardware registers and use special call/return sequences that cannot be coded in
high-level languages.
To satisfy both goals certain OS employs the following two-level strategy. Interrupts branch to
low-level interrupt dispatch routines that are written in assembly language. These handle lowlevel tasks such as saving registers and returning from the interrupt when it has been processed.
However, they do little else, they call high-level interrupt routines to do the bulk of interrupt
processing, passing them enough information to identify the interrupting device. The OS
provides three interrupt dispatchers: one to handle input interrupts, one to handle output
interrupts, and one to handle clock interrupts. Input and output dispatchers are separated for
convenience, and a special clock dispatcher is provided for efficiency reasons.
NT provides an even more modular structure. A single routine, called the trap handler, handles
both traps (called exceptions by NT) and interrupts, saving and restoring registers, which are
common to both. If the asynchronous event was an interrupt, then it calls an interrupt handler.
The task of this routine is to raise the processor priority to that of the device interrupting (so that
a lower-level device cannot preempt), call either an internal kernel routine or an external routine
called an ISR, and then restore the processor priority. These two routines roughly correspond to
our high-level interrupt routine and the trap handler corresponds to our low-level routine. Thus,
NT trades off the efficiency of 2 levels for the reusability of 3 levels.
The device table entry for an input or output interrupt handler points at the high-level part of the
interrupt handler, which is device-specific, and not the low-level part which is shared by all
devices (except the clock).

IDENTIFYING THE HIGH-LEVEL ROUTINE


If all input (output) interrupts branch to the same input (output) dispatch routine, how does the
dispatcher know which device-specific interrupt routine to call? The input (output) dispatch
routine needs some way to discover the device that interrupted it, so that it can use this
information to call the appropriate high-level routine. There are several ways to identify an
interrupting device.
Here are two of them:
The dispatcher may use a special machine instruction to get either the device address or the
interrupt vector address of the device. Not all machines have such instructions. The dispatcher
may poll devices until it finds one with an interrupt pending. The following `trick' is used, which
is common to operating systems, to help identify the interrupting device. The device descriptor
(not the device address) is stored in the second word of the interrupt vector. Recall that this word
stores the value to be loaded into the PS register when the interrupt routine is called. Certain OS
uses the lower order 4 bits, which are used for condition codes, to store the descriptor of the
device. These four bits are then used to identify the high-level routine.
INTERRUPT DISPATCH TABLE
An interrupt dispatch table is used to relate device descriptors with (high-level)
interrupt routines. The table is indexed by a device descriptor and each entry contains the
following information:

The address of the input interrupts routine


An input code which is passed as an argument to the input interrupts routine
The address of the output interrupts routine
An output code which is passed as an argument to the above routine
The input (output) dispatch routine uses the device descriptor to access the appropriate
dispatch table entry and calls the input (output) interrupt routine with the input (output) code
as an argument code. The input and output codes can be anything the high-level routines
need. In certain OS, they are initially the minor number of the device. Thus only one interrupt
routine is needed for all devices of the same type. The minor number is used to distinguish
between these devices.
RULES FOR INTERRUPT PROCESSING
There are several rules for interrupt processing: First, they should ensure that shared data are not
manipulated simultaneously by different processes. One way to do so is to make interrupt
routines uninterruptible. Thus the PS value stored in the interrupt vector of a device disables
interrupts. This value is loaded when the interrupt handler is invoked. As a result, the interrupt
routine is uninterruptible while the PS maintains this priority.
However, the PS may be changed while the interrupt routine is executing if it calls reached,
which may switch to a process that has interrupts enabled. Therefore, the interrupt routine has to
ensure that it completes changes to global data structures before it makes any call that results in
context switching. An interrupt routine should also make sure that it does not keep interrupts
disabled too long. For instance, if the processor does not accept a character from an input device
before another arrives, data will be lost.
Finally, interrupt routines should never call routines that could block the current process (that is
the process executing when the interrupt occurred) in some queue. Otherwise, if the interrupt
occurs while the null process is executing, the ready list will be empty. However, resched
assumes that there is always some process to execute! Some process should always be runnable
to that interrupts can be executed. Thus interrupt routines need to call only those routines that
leave the current process in the ready or current state, and may not call routines such as wait.
3.2.4 RESCHEDULING WHILE PROCESSING AN INTERRUPT
We assumed above that interrupt routines could call reached. We now answer the following
questions: First, is it useful to do so? Second, is it safe? It is useful to call reached from an
interrupt routine. An output routine after removing a character from a buffer may signal a
semaphore to allow another process to write data to the buffer space that it makes available.
Similarly, an input routine might send data it obtains from the device to a process. In each case,
the routine reached is called.
It is also safe to call reached. Intuitively it may not seem so, because switching to a process that
has interrupts enabled could lead to a sequence of interrupts piling up until the stack overflowed.
However, such a danger does not exist for the following reason: A process that is executing an
interrupt handler cannot be interrupted again. Some other process, however, can be. Thus a

process's stack will hold the PS and PC value for only one interrupt and there will never be more
interrupts pending than the number of processes in the system.
3.2.5 INTERRUPT CLASSES
SVC (supervisor call) interrupts: - They enable software to respond to signals from hardware.
These are initiated by a running process that executes the SVC instruction. An SVC is a user
generated request for a particular system service such ad performing input/output, obtaining
more storage, or communicating with the system operator. A user must request a service through
an SVC which helps the OS secure from the user.
I/O interrupts: - These are initiated by the input/output hardware. They signal to the CPU that
the status of a channel or device has changed. For example, I/O interrupts are caused when an
I/O operation completes, when an I/O error occurs, or when a device is made ready.
External interrupts: - These are caused by various events including the expiration of a quantum
on an interrupting clock, the pressing of the consoles interrupt key by the operator, or the receipt
of a signal from another processor on a multiprocessor system.
Restart interrupts: - These occur when the operator presses the consoles restart button, or
when a restart SIGP (signal processor) instruction arrives from another processor on a
multiprocessor system.
Program check interrupts: - These occur as a programs machine language instructions are
executed. These problems include divide by zero, arithmetic overflow, data is in wrong format,
attempt to execute an invalid operation code, attempt to reference beyond the limits of real
memory, attempt by a user process to execute a privileged instruction and attempts to reference a
protected resources.
Machine check interrupts: - These are caused by malfunctioning hardware.
STORAGE MANAGEMENT
AIMS AND OBJECTIVES
The aim of this lesson is to learn the concept of Real storage management strategies.
The objectives of this lesson are to make the student aware of the following concepts
a) Contiguous storage allocation
b) Non Contiguous storage allocation
c) Fixed partition multiprogramming
d) Variable partition multiprogramming
INTRODUCTION
The organization and management of the main memory or primary memory or real memory of a
computer system has been one of the most important factors influencing operating systems
design. Regardless of what storage organization scheme we adopt for a particular system, we
must decide what strategies to use to obtain optimal performance. Storage Management
Strategies are of four types as described below:

a) FETCH STRATEGIES concerned with when to obtain the next piece of program or data
for transfer to main storage from secondary storage
a. Demand fetch in which the next piece of program or data is brought into the
main storage when it is referenced by a running program
b. Anticipatory fetch strategies where we make guesses about the future
program control which will yield improved system performance
B) PLACEMENT STRATEGIES concerned with determining where in main storage to place
and incoming program. Examples are first fit, best fit and worst fit
C) REPLACEMENT STRATEGIES concerned with determining which piece of program or
data to replace to make place for incoming programs
CONTIGUOUS STORAGE ALLOCATION
In contiguous storage allocation each program has to occupy a single contiguous block of storage
locations. The simplest memory management scheme is the bare machine concept, where the
user is provided with the complete control over the entire memory space. The next simplest
scheme is to divide memory into two sections, one for the user and one for the resident monitor
of the operating system. A protection hardware can be provided in terms of fence register to
protect the monitor code and data from changes by the user program.
The resident monitor memory management scheme may seem of little use since it appears to be
inherently single user. When they switched to the next user, the current contents of user memory
were written out to a backing storage and the memory of the next
user is read in called as swapping
NON-CONTIGUOUS STORAGE ALLOCATION
Memory is divided into a number of regions or partitions. Each region may have one program to
be executed. Thus the degree of multiprogramming is bounded by the number of regions. When a
region is free, a program is selected from the job queue and loaded into the free regions. Two
major schemes are multiple contiguous fixed partition allocation and multiple contiguous
variable partition allocation.
FIXED PARTITIONS MULTIPROGRAMMING
Fixed partitions multiprogramming also called as multiprogramming with fixed number of task
(MFT) or multiple contiguous fixed partition allocation. MFT has the following properties.
Several users simultaneously compete for system resources
switch between I/O jobs and calculation jobs for instance
Allowing Relocation and Transfers between partitions
Protection implemented by the use of several boundary registers : low and high
boundary registers, or base register with length
Fragmentation occurs if user programs cannot completely fill a partition - wasteful.
All the jobs that enters the system are put into queues. Each partition has its own job queue as
shown in the following figure. The memory requirements of each job and the available regions in
determining which jobs are allocated memory are taken care by the job scheduler. When a job is

allocated space, it is loaded into a region and then compete for the CPU. When a job terminates,
it releases its memory region, which the job scheduler may then fill with another job from the job
queue. Another way is to allow a single unified queue and the decisions of choosing a job reflect
the choice between a best-fit-only or a best available- fit job memory allocation policy.

VARIABLE PARTITIONS MULTIPROGRAMMING


Variable Partitions Multiprogramming also called as multiprogramming with variable number of
task (MVT) or multiple contiguous variable partition allocation. In this scheme, there are no
fixed partitions. The memory is divided into regions and allocated to programs as and when it is
required.

MVT has the following properties


Variable partitions - allowing jobs to use as much space as they needed (limit being
the complete memory space)
No need to divide jobs into types - reduce waste if jobs could not fill partition

However, complete wastage is still not reduced. The OS keeps a table indicating which parts of
memory are available and which are occupied. Initially all memory is available for user
programs, and is considered as one large block of available memory, a hole. When a job arrives
and needs memory, we search for a hole large enough for this job. If we find one, we allocate
only as much as is needed, keeping the rest available to satisfy future requests. The most
common algorithms for allocating memory are first-fit and best-fit.

VIRTUAL STORAGE
AIMS AND OBJECTIVES
The aim of this lesson is to learn the concept of virtual storage management strategies. The
objectives of this lesson are to make the student aware of the following concepts
virtual storage management strategies
page replacement strategies
working sets
demand paging
and page size
INTRODUCTION
Virtual Memory is technique which allows the execution of processes that may not be completely
in memory. The main advantage of this scheme is that user programs can be larger than physical
memory. The ability to execute a program which is only partially in memory would have many
benefits which includes
(a) users can write programs for a very large virtual address space,
(b)more users can be run at the same time, with a corresponding increase in cpu
utilization and
throughput, but no increase in response time or turnaround time,
(c) less I/O would be needed to load or swap each user into memory, so each user would
run faster.

VIRTUAL STORAGE MANAGEMENT STRATEGIES


There are three main strategies namely
FETCH STRATEGIES concerned with when a page or segment should be brought
from secondary
to primary storage
PLACEMENT STRATEGIES concerned with where in primary storage to place an
incoming page or segment
REPLACEMENT STRATEGIES concerned with deciding which page or segment to
displace to make room for an incoming page or segment when primary storage is already
fully committed
STEPS IN HANDLING PAGE FAULT
When a page is not available in the main memory a page fault occurs. When a page fault occurs,
the OS has to do some necessary steps to bring the required page from secondary storage device
to main memory. The steps in handling page fault are as follows
First check whether the reference is valid or not from the internal table of process control
block (PCB)
Bring the page if it is not already loaded and the reference is valid
Find a free frame
Read the desired page into the newly allocated frame
Then modify the internal table in the PCB to indicate that the page is now available
Restart the instruction that was interrupted.
PAGE REPLACEMENT ALGORITHMS
There are many page replacement algorithms and the most important three are FIFO, optimal
replacement and least recently used. This subsection explains the above three algorithms.
FIFO
The simplest page replacement algorithm is first in first out. In this scheme, when a page must be
replaced, the oldest page is chosen. For example consider the page reference string
1, 5, 6, 1, 7, 1, 5, 7, 6, 1, 5, 1, 7
For a three frame case, the FIFO will work as follows. Let all our 3 frames are initially empty.
11177766
5551117
666555
You can see, FIFO creates eight page faults.
OPTIMAL REPLACEMENT
In optimal page replacement algorithm, we replace that page which will not be used for the
longest period of time. For example for the reference string
1, 5, 6, 1, 7, 1, 5, 7, 6, 1, 5, 1, 7
with 3 frames, the page faults will be as follows
111111

55555
6767
You can see that Optimal replacement, creates six page faults
LEAST RECENTLY USED
Most of the case, predicting the future page references is difficult and hence implementing
optimal replacement is difficult. Hence there is a need of other scheme which approximates the
optimal replacement. Least recently used (LRU) schemes approximate the future uses by the past
used pages. In LRU scheme, we replace those pages which have not been used for the longest
period of time.
For example for the reference string
1, 5, 6, 1, 7, 1, 5, 7, 6, 1, 5, 1, 7
with 3 frames, the page faults will be as follows
111116667
55777755
6655111
You can see that LRU creates nine page faults.
WORKING SETS
If the number of frames allocated to a low-priority process falls below the minimum number
required, we must suspend its execution. We should then page out it remaining pages, freeing all
of its allocated frames. A process is thrashing if it is spending more time paging than executing.
Thrashing can cause severe performance problems. To prevent thrashing, we must provide a
process with as many frames as it needs. There are several techniques available to know how
many frame a process needs. Working sets is a strategy which starts by looking at what a
program is actually using.
The set of most recent page references is the working set denoted by . The accuracy of the
working set depends upon the selection of . If it is too small, page fault will increase an if it is
too large, then it is very difficult to allocate the required frames.
For example,
You can see that the working set (ws) at two different times for the window size .=11. [The
working set refers to the pages the process has used during that time for the window size ]. So
at the maximum the above given example needed atleast 5 frames, otherwise page fault will
occur. In most of the cases we will allocate the number of frames to a process depending on the
average working set size.
Let Si be the average working set size for each process in the system. Then
D Si
is the total demand for frames. Thus process i needs Si frames. If the total demand is greater than
the
total number of available frames, thrashing will occur.

DEMAND PAGING
Demand paging is the most common virtual memory system. Demand paging is similar to a
paging system with swapping. When we need a program, it is swapped from the backing storage.
There are also lazy swappers, which never swaps a page into memory unless it is needed. The
lazy swapper decreases the swap time and the amount of physical memory needed, allowing an
increased degree of multiprogramming.
PAGE SIZE
There is no single best page size. The designers of the Operating system will decide the page size
for an existing machine. Page sizes are usually be in powers of two, ranging from 28 to 212 bytes
or words. The size of the pages will affect in the following way.

Decreasing the page size increases the number of pages and hence the size of the page
table.
Memory is utilized better with smaller pages.
For reducing the I/O time we need to have smaller page size.
To minimize the number of page faults, we need to have a large page size.

PROCESSOR MANAGEMENT
AIMS AND OBJECTIVES
A multiprogramming operating system allows more than one process to be loaded into the
executable memory at a time and for the loaded process to share the CPU using time
multiplexing. Part of the reason for using multiprogramming is that the operating system itself is
implemented as one or more processes, so there must be a way for the operating system and
application processes to share the CPU. Another main reason is the need for processes to per I/O
operations in the normal course of computation. Since I/O operations ordinarily require orders of
magnitude more time to complete than do CPU instructions, multi programming systems allocate
the CPU to another process whenever a process invokes an I/O operation
Make sure your scheduling strategy is good enough with the following criteria:
Utilization/Efficiency: keep the CPU busy 100% of the time with useful work
Throughput: maximize the number of jobs processed per hour.
Turnaround time: from the time of submission to the time of completion, minimize the
time batch users must wait for output
Waiting time: Sum of times spent in ready queue - Minimize this
Response Time: time from submission till the first response is produced, minimize
response time for interactive users
Fairness: make sure each process gets a fair share of the CPU
The aim of this lesson is to learn the concept of processor management and related issues. The
objectives of this lesson are to make the student aware of the following concepts
preemptive scheduling
Non preemptive scheduling
Priorities

deadline scheduling
INTRODUCTION
When one or more process is runnable, the operating system must decide which one to run first.
The part of the operating system that makes decision is called the Scheduler; the algorithm it
uses is called the Scheduling Algorithm.
An operating system has three main CPU schedulers namely the long term scheduler, short term
scheduler and medium term schedulers. The long term scheduler determines which jobs are
admitted to the system for processing. It selects jobs from the job pool and loads them into
memory for execution. The short term scheduler selects from among the jobs in memory which
are ready to execute and allocated the cpu to one of them. The medium term scheduler helps to
remove processes from main memory and from the active contention for the cpu and thus reduce
the degree of multiprogramming.
The cpu scheduler has another component called as dispatcher. It is the module that actually
gives control of the cpu to the process selected by the short term scheduler which involves
loading of registers of the process, switching to user mode and jumping to the proper location.
Before looking at specific scheduling algorithms, we should think about what the scheduler is
trying to achieve. After all the scheduler is concerned with deciding on policy, not providing a
mechanism. Various criteria come to mind as to what constitutes a good scheduling algorithm.
Some of the possibilities include:
Fairness make sure each process gets its fair share of the CPU.
Efficiency (CPU utilization) keep the CPU busy 100 percent of the time.
Response Time [Time from the submission of a request until the first response is
produced] minimize response time for interactive users.
Turnaround time [The interval from the time of submission to the time of completion]
minimize the time batch users must wait for output.
Throughput [Number of jobs that are completed per unit time] maximize the number of
jobs processed per hour.
Waiting time minimize the waiting time of jobs
PREEMPTIVE VS NON-PREEMPTIVE
The Strategy of allowing processes that are logically runnable to be temporarily suspended is
called Preemptive Scheduling. ie., a scheduling discipline is preemptive if the CPU can be taken
away. Preemptive algorithms are driven by the notion of prioritized computation. The process
with the highest priority should always be the one currently using the processor. If a process is
currently using the processor and a new process with a higher priority enters, the ready list, the
process on the processor should be removed and returned to the ready list until it is once again
the highest-priority process in the system.
Run to completion is also called Nonpreemptive Scheduling. ie., a scheduling discipline is
nonpreemptive if, once a process has been given the CPU, the CPU cannot be taken away from
that process. In short, Non-preemptive algorithms are designed so that once a process enters the
running state(is allowed a process), it is not removed from the processor until it has completed its

service time ( or it explicitly yields the processor). This leads to race condition and necessitates
of semaphores, monitors, messages or some other sophisticated method for preventing them. On
the other hand, a policy of letting a process run as long as it is wanted would mean that some
process computing to a billion places could deny service
to all other processes indefinitely.
PRIORITIES
A priority is associated with each job, and the cpu is allocated to the job with the highest priority.
Priorities are generally some fixed numbers such as 0 to 7 or 0 to 4095. However there is no
general agreement on whether 0 is the highest or lowest priority. Priority can be defined either
internally or externally. Examples of internal priorities are time limits, memory requirements,
number of open files, average I/O burst time, CPU burst time, etc. External priorities are given
by the user.
A major problem with priority scheduling algorithms is indefinite blocking or starvation. A
solution to this problem is aging. Aging is a technique of gradually increasing the priority of jobs
that wait in the system for a long time.
DEADLINE SCHEDULING
Certain jobs have to be completed in specified time and hence to be scheduled based on deadline.
If delivered in time, the jobs will be having high value and otherwise the jobs will be having nil
value. The deadline scheduling is complex for the following reasons
Giving resource requirements of the job in advance is difficult
A deadline job should be run without degrading other deadline jobs
In the event of arriving new jobs, it is very difficult to carefully plan resource
requirements
Resource management for deadline scheduling is really an overhead
PROCESSOR SCHEDULING
AIMS AND OBJECTIVES
The aim of this lesson is to learn the concept of processor scheduling and scheduling algorithms.
The objectives of this lesson are to make the student aware of the following concepts
FIFO
Round Robin
Shortest Job first
Shortest remaining time first
Highest response ratio next (HRN)
INTRODUCTION
Different algorithms have different properties and may favor one class of processes over another.
In choosing best algorithm, the characteristic explained in the previous lesson must be
considered which includes CPU utilization, throughput, turnaround time, waiting time, and
response time. The five most important algorithms used in the CPU scheduling are
FIFO,

Round Robin,
Shortest Job first,
Shortest remaining time first
and Highest response ratio next (HRN).

The following sections describe each one of it.


First In First out (FIFO)
A low overhead paging algorithm is the FIFO (First in, First Out) algorithm. To illustrate how
this works, consider a supermarket that has enough shelves to display exactly k different
products. One day, some company introduces a new convenience food-instant, freeze-dried,
organic yogurt that can be reconstituted in a microwave oven. It is an immediate success, so our
finite supermarket has to get rid of one old product in order to stock it.
One possibility is to find the product that the supermarket has been stocking the longest and get
rid of it on the grounds that no one is interested anymore. In effect, the supermarket maintains
the linked list of all the products it currently sells in the order they were introduced. The new one
goes on the back of the list; the one at the front of the list is dropped.
As a page replacement algorithm, the same idea is applicable. The operating system maintains a
list of all pages currently in memory, with the page at the head of the list the oldest one and the
page at the tail the most recent arrival. On a page fault, the page at the head is removed and the
new page added to the tail of the list. When applied to stores, FIFO might remove mustache wax,
but it might also remove flour, salt or butter. When applied to computers the same problems
arise. For this reason, FIFO in its pure form is rarely used.
Consider for example, the following scenario of four jobs and the corresponding CPU
burst time arrived in the order of job number.
Job
Burst time
1
20
2
10
3
5
4
15
FCFS algorithm allocates the job to the cpu in the order of there arrival and the following Gantt
chart shows the result of execution.
The waiting times of jobs are
Job 1 0
Job 2 20
Job 3 30
Job 4 35
-------------------------------------------Total waiting time = 85
Hence the average waiting time is 21.25.

The turnaround times of jobs are


Job 1 20
Job 2 30
Job 3 35
Job 4 50
-------------------------------------------Total turnaround time = 135
Hence the average turnaround time is 33.25.
ROUND ROBIN SCHEDULING
One of the oldest, simplest, fairest and most widely used algorithms is Round Robin. Each
process is assigned a time interval, called the Quantum, which it is allowed to run. If the process
is still running at the end of the quantum, the CPU is preempted and given to another process. If
the process has blocked or finished before the quantum has elapsed, the CPU switching is done.
Round robin is easy to implement. All scheduler has to maintain a list of run able processes. The
only interesting issue with the round robin is the length of the quantum. Switching from one
process to another requires a certain amount of time for doing the administration saving and
loading registers and memory maps, updating various tables and lists, etc. suppose that this
process switch or context switch takes 5 msecs. Also suppose the quantum is set say 20 msecs.
With these parameters, after doing 20 msecs of useful work, the CPU will have to spend 5 msecs
on process switching. Twenty percent of the CPU time will be wasted on administrative
overhead.
Consider for example, the following scenario of four jobs and the corresponding CPU burst time
arrived in the order of job number.
JOB BURST TIME
1
20
2
10
3
5
4
15
RR algorithm allocates a quantum of time to each job in a rotation and the following Gantt chart
shows the result of execution. Let the time quantum be 5

The waiting times of jobs are


Job 1 0 + 15 + 10 + 5 = 30
Job 2 5 + 15 = 20
Job 3 10 = 10
Job 4 15 + 10 + 5 = 30
56
Total waiting time = 90

Hence the average waiting time is 22.5

The turnaround times of jobs are


Job 1 50
Job 2 30
Job 3 15
Job 4 45
-------------------------------------------Total turnaround time = 140
Hence the average turnaround time is 35
QUANTUM SIZE
In round robin scheduling algorithm, no process is allocated the cpu for more than one time
quantum in a row. If its cpu burst exceeds a time quantum, it is preempted and put back in the
ready queue.
If the time quantum is too large, round robin becomes equivalent to FCFS. If the time quantum is
too small in terms of microseconds, round robin is called as processor sharing and appears as if
each of n processes has its own processors running at 1/n the speed of the real processor.
The time quantum size must be large with respect to the context switch time. If the context
switch time is approximately 5 percent of the time quantum, then cpu will spent 5 percent of the
time for context switching.
SHORTEST JOB FIRST (SJF)
Most of the above algorithms were designed for interactive systems. Now let us look at one that
is especially appropriate for batch jobs where the run times are known in advance. In an
insurance company, for example, people can predict quite accurately how long it will take to run
a batch of 1000 claims, since similar work is done every day. When several equally important
jobs are sitting in the input queue waiting to be started, the scheduler should use shortest job
first.
8
4
6
5
A
B
C
D
Here we find four jobs A, B, C, and D with run times of 8, 4, 6 and 3 minutes respectively. By
running them in that order, the turn around time for A is 8 minutes, for B is 12 Minutes, for C is
18 Minutes and for D is 23 minutes for an average of 15.25 minutes. Now if we do the SJF first
as follows
B

The turnaround times are now 4, 9, 15 and 23 minutes for an average of 12.75 minutes.
Shortest job first is provably optimal. Consider the case of four jobs, with runtimes of a, b, c and
d respectively. The first job finishes at time a, the second finishes at time a+b and so on. The
mean turnaround time is (4a+3b+2c+d)/4. It is clear that a contributes more to the average than
the other, so it should be the shortest job, with b next, then c and finally d as the longest, as it
affects only its own turnaround time. The same argument applies equally well to any number of
jobs.
Consider for example, the following scenario of four jobs and the corresponding CPU burst
time arrived in the order of job number.
JOB BURST TIME
1
20
2
10
3
5
4
15
The algorithm allocates the shortest job first.
JOB 3
0

JOB 2
5

JOB 4
15

JOB 4
30

50

The waiting times of jobs are


Job 1
30
Job 2
5
Job 3
0
Job 4
15
-------------------------------------Total waiting time = 50
Hence the average waiting time is 12.5
The turnaround times of jobs are
Job 1
50
Job 2
15
Job 3
5
Job 4
30
-------------------------------------------Total turnaround time = 100
Hence the average turnaround time is 25
SHORTEST REMAINING TIME FIRST (SRF)
Shortest job first may be either preemptive or non-preemptive. When a new job arrives, at the
ready queue with a shortest cpu burst time, while a previous job is executing, then a preemptive
shortest job first algorithm will preempt the currently executing job, while a non-preemptive

shortest-job-first algorithm will allow the currently running job to finish its cpu burst.
Preemptive-shortest-job-first algorithm is also called as shortest remaining time first.
Consider for example, the following scenario of four jobs and the corresponding CPU burst time
and arrival time.
Job Burst time Arrival time
1
20
0
2
10
2
3
5
4
4
15
19
The algorithm allocates the jobs as shown in Gantt chart

The waiting times of jobs are


Job 1 0 + 15 + 15 = 30
Job 2 2 + 5 = 7
Job 3 4 = 4
Job 4 19 = 19
-------------------------------------Total waiting time = 60
Hence the average waiting time is 15
The turnaround times of jobs are
Job 1 50
Job 2 17
Job 3 9
Job 4 34
-------------------------------------------Total turnaround time = 110
Hence the average turnaround time is 27.5
HIGHEST RESPONSE RATIO NEXT (HRN)
HRN is a non preemptive scheduling algorithm which considers both the CPU burst time and
waiting time. The priority of the job in HRN can be calculated as priority = time waiting +
service time service time where service time is the next cpu burst time. Here shortest jobs will
get highest priority
since it appears in the denominator. Since waiting time appears in the numerator, longer waiting
jobs will also get priority.
priority = (time waiting + service time) / service time
DEVICE AND DISK MANAGEMENT
AIMS AND OBJECTIVES

In this lesson we will learn about the introduction to Disk Scheduling Strategies, RAM and
optical disks.The objective of this lesson is to make sure that the student understands the
following.

Disk Scheduling,
First Come First Served (FCFS),
Shortest Seek Time First (SSTF)
SCAN
Circular SCAN (C-SCAN)
RAM and
Optical Disks

INTRODUCTION
In multiprogramming systems several different processes may want to use the system's resources
simultaneously. For example, processes will contend to access an auxiliary storage device such
as a disk. The disk drive needs some mechanism to resolve this contention, sharing the resource
between the processes fairly and efficiently.
A magnetic disk consists of a collection of platters which rotate on about a central spindle. These
platters are metal disks covered with magnetic recording material on both sides. Each disk
surface is divided into concentric circles called tracks. Disk divides each track into sectors, each
typically contains 512 bytes. While reading and writing the head moves over the surface of the
platters until it finds the track and sector it requires. This is like finding someone's home by first
finding the street (track) and then the particular house number (sector). There is one head for
each surface on which information is stored each on its own arm. In most systems the arms are
connected together so that the heads move in unison, so that each head is over the same track on
each surface. The term cylinder refers to the collection of all tracks which are under the heads at
any time.
In order to satisfy an I/O request the disk controller must first move the head to the correct track
and sector. Moving the head between cylinders takes a relatively long time so in order to
maximize the number of I/O requests which can be satisfied the scheduling policy should try to
minimize the movement of the head. On the other hand, minimizing head movement by always
satisfying the request of the closest location may mean that some requests have to wait a long
time. Thus, there is a trade-off between throughput (the average number of requests satisfied in
unit time) and response time (the average time between a request arriving and it being satisfied).

NEED FOR DISK SCHEDULING


Access time has two major components namely seek time and rotational latency. Seek time is the
time for the disk are to move the heads to the cylinder containing the desired sector. Rotational
latency is the additional time waiting for the disk to rotate the desired sector to the disk head. In
order to have fast access time we have to minimize the seek time which is approximately equal
to the seek distance.
Disk bandwidth is the total number of bytes transferred, divided by the total time between the
first request for service and the completion of the last transfer. The operating system is
responsible for using hardware efficiently for the disk drives, to have a fast access time and disk
bandwidth. This in turn needs a good disk scheduling.
DISK SCHEDULING STRATEGIES
Three criteria to measure strategies are throughput, mean response time, and variance of
response times. Throughput is the number of requests serviced per unit of time. Mean response
time is the average time spent waiting for request to be serviced. Variance of response times is
the measure of the predictability of response times. Hence the overall goals of the disk
scheduling strategies are to maximize the throughput and minimize both response time and
variance of response time.

FIRST COME FIRST SERVED (FCFS)


The disk controller processes the I/O requests in the order in which they arrive, thus moving
backwards and forwards across the surface of the disk to get to the next requested location each
time. Since no reordering of request takes place the head may move almost randomly across the
surface of the disk. This policy aims to minimize response time with little regard for throughput.
Figure illustrates this method. The figure depicts requests for 63, 33, 72, 47, 8, 99, 74,
52, 75. If the requests have arrived in the sequence, they are also serviced in that sequence,
causing the head movement as shown in the figure.
FCFS is a 'just' algorithm, because, the process to make a request first is served first, but it may
not be the best in terms of reducing the head movement, as is clear from the figure.

First-come-first-served (FCFS) scheduling has major drawbacks namely,


(i)
Seeking to randomly distributed locations results in long waiting times,
(ii)
Under heavy loads, system can become overwhelmed,
(iii)
Requests must be serviced in logical order to minimize delays,
(iv)
Service requests with least mechanical motion

SHORTEST SEEK TIME FIRST (SSTF)


Each time an I/O request has been completed the disk controller selects the waiting request
whose sector location is closest to the current position of the head. The movement across the
surface of the disk is still apparently random but the time spent in movement is minimized. This
policy will have better throughput than FCFS but a request may be delayed for a long period if
many closely located requests arrive just after it.

Advantages of SSTF are higher throughput and lower response times than FCFS and it is a
reasonable solution for batch processing systems. The disadvantages of SSTF are
(i)
it does not ensure fairness,
(ii)
there are possibility of indefinite postponement,
(iii)
There will be high variance of response times and
(iv)
the response time generally will be unacceptable for interactive systems
SCAN
The drive head sweeps across the entire surface of the disk, visiting the outermost cylinders
before changing direction and sweeping back to the innermost cylinders. It selects the next
waiting requests whose location it will reach on its path backwards and forwards across the disk.
Thus, the movement time should be less than FCFS but the policy is clearly fairer than SSTF.
Circular SCAN (C-SCAN)
C-SCAN is similar to SCAN but I/O requests are only satisfied when the drive head is traveling
in one direction across the surface of the disk. The head sweeps from the innermost cylinder to
the outermost cylinder satisfying the waiting requests in order of their locations. When it reaches
the outermost cylinder it sweeps back to the innermost cylinder without satisfying any requests
and then starts again.

FILE SYSTEMS
INTRODUCTION
In computing, a file system (often also written as filesystem) is a method for storing and
organizing computer files and the data they contain to make it easy to find and access them. File
systems may use a data storage device such as a hard disk or CD-ROM and involve maintaining
the physical location of the files, they might provide access to data on a file server by acting as
clients for a network protocol (e.g., NFS, SMB, or 9P clients), or they may be virtual and exist
only as an access method for virtual data.
More formally, a file system is a set of abstract data types that are implemented for the storage,
hierarchical organization, manipulation, navigation, access, and retrieval of data. File systems
share much in common with database technology, but it is debatable whether a file system can be
classified as a special-purpose database (DBMS).
TYPES OF FILE SYSTEMS
File system types can be classified into disk file systems, network file systems and special
purpose file systems.
DISK FILE SYSTEMS
A disk file system is a file system designed for the storage of files on a data storage device, most
commonly a disk drive, which might be directly or indirectly connected to the computer.
Examples of disk file systems include FAT, FAT32, NTFS, HFS and HFS+, ext2, ext3, ISO 9660,
ODS-5, and UDF. Some disk file systems are journaling file systems or versioning file systems.
FLASH FILE SYSTEMS
A flash file system is a file system designed for storing files on flash memory devices. These are
becoming more prevalent as the number of mobile devices is increasing, and the capacity of flash
memories catches up with hard drives. While a block device layer can run emulate hard drive
behavior and store regular file systems on a flash device, this is suboptimal for several reasons:
ERASING BLOCKS: Flash memory blocks have to be explicitly erased before they can be
written to. The time taken to erase blocks can be significant, thus it is beneficial to erase unused
blocks while the device is idle.
RANDOM ACCESS: Disk file systems are optimized to avoid disk seeks whenever possible,
due to the high cost of seeking. Flash memory devices impose no seek latency.
WEAR LEVELLING: Flash memory devices tend to "wear out" when a single block is
repeatedly overwritten; flash file systems try to spread out writes as evenly as possible.
DATABASE FILE SYSTEMS

A new concept for file management is the concept of a database-based file system. Instead of, or
in addition to, hierarchical structured management, files are identified by their characteristics,
like type of file, topic, author, or similar metadata.

TRANSACTIONAL FILE SYSTEMS


This is a special kind of file system in that it logs events or transactions to files. Each operation
that you do may involve changes to a number of different files and disk structures. In many
cases, these changes are related, meaning that it is important that they all be executed at the same
time. Take for example a bank sending another bank some money electronically. The bank's
computer will "send" the transfer instruction to the other bank and also update its own records to
indicate the transfer has occurred. If for some reason the computer crashes before it has had a
chance to update its own records, then on reset, there will be no record of the transfer but the
bank will be missing some money. A transactional system can rebuild the actions by
resynchronizing the "transactions" on both ends to correct the failure. All transactions can be
saved as well, providing a complete record of what was done and where. This type of file system
is designed and intended to be fault tolerant, and
necessarily incurs a high degree of overhead.
ORGANIZATION
A file is organized logically as a sequence of records.
Records are mapped onto disk blocks.
Files are provided as a basic construct in operating systems, so we assume the existence
of an underlying file system.
Blocks are of a fixed size determined by the operating system.
Record sizes vary.
In relational database, tuples of distinct relations may be of different sizes.
One approach to mapping database to files is to store records of one length in a given file.
An alternative is to structure files to accommodate variable-length records. (Fixedlength
is easier to implement.)
FILE ALLOCATION
The objective of this lesson is to make the student aware of the basic concepts of the following
a) Free Space Management,
b) Contiguous allocation, Linked allocation, and Indexed allocation
c) Implementation issues
FREE SPACE MANAGEMENT
To keep track of the free space, the file system maintains a free space list which records all disk
blocks which are free. We search the free space list to create a file for the required amount of

space and allocate it to the new file. This space is then removed from the free space list. When a
file is deleted, its disk space is added to the free space list.
BIT-VECTOR
Frequently, the free-space list is implemented as a bit map or bit vector. Each block is
represented by a 1 bit. If the block is free, the bit is 0; if the block is allocated, the bit is 1. For
example, consider a disk where blocks 2, 3, 4, 5, 8, 9, 10, 11, 12, 13, 17, 18, 25, 26, and 27 are
free, and the rest of the blocks are allocated. The free-space bit map would be:
11000011000000111001111110001111
The main advantage of this approach is that it is relatively simple and efficient to find n
consecutive free blocks on the disk. Unfortunately, bit vectors are inefficient unless the entire
vector is kept in memory for most accesses. Keeping it main memory is possible for smaller
disks such as on microcomputers, but not for larger ones.
CONTIGUOUS ALLOCATION
The contiguous allocation method requires each file to occupy a set of contiguous address on the
disk. Disk addresses define a linear ordering on the disk. Notice that, with this ordering,
accessing block b+1 after block b normally requires no head movement. When head movement
is needed (from the last sector of one cylinder to the first sector of the next cylinder), it is only
one track. Thus, the number of disk seeks required for accessing contiguous allocated files in
minimal, as is seek time when a seek is finally needed.
Contiguous allocation of a file is defined by the disk address and the length of the first block. If
the file is n blocks long, and starts at location b, then it occupies blocks b, b+1, b+2, , b+n-1.
The directory entry for each file indicates the address of the starting block and the length of the
area allocated for this file.
The difficulty with contiguous allocation is finding space for a new file. If the file to be created is
n blocks long, then the OS must search for n free contiguous blocks. First-fit, bestfit, and worstfit strategies (as discussed in Chapter 4 on multiple partition allocation) are the most common
strategies used to select a free hole from the set of available holes. Simulations have shown that
both first-fit and best-fit are better than worst-fit in terms of both time storage utilization. Neither
first-fit nor best-fit is clearly best in terms of storage utilization, but first-fit is generally faster.
These algorithms also suffer from external fragmentation. As files are allocated and deleted, the
free disk space is broken into little pieces. External fragmentation exists when enough total disk
space exists to satisfy a request, but this space not contiguous; storage is fragmented into a large
number of small holes.
Another problem with contiguous allocation is determining how much disk space is needed for a
file. When the file is created, the total amount of space it will need must be known and allocated.
How does the creator (program or person) know the size of the file to be created. In some cases,
this determination may be fairly simple (e.g. copying an existing file), but in general the size of
an output file may be difficult to estimate.

FILE DESCRIPTORS AND ACCESS CONTROL


The objectives of this lesson is to make the candidate aware of the following
a) file descriptors
b) operations on file descriptor
a. creating
b. deriving
c. modifying, etc
c) access control matrix
ACCESS CONTROL MATRIX
Access Control Matrix or Access Matrix is an abstract, formal computer protection and
security model used in computer systems, that characterizes the rights of each subject with
respect to every object in the system. It was first introduced by Butler W. Lampson in 1971. It is
the most general description of operating system protection mechanism.
According to the model a computer system consists of a set of objects O, that is the set of entities
that needs to be protected (e.g. processes, files, memory pages) and a set of subjects S, that
consists of all active entities (e.g. users, processes). Further there exists a set of rights R of the
form r(s,o). A right thereby specifies the kind of access a subject is allowed to process with
regard to an object.
Example
In this matrix example there exists two processes, a file and a device. The first process has the
ability to execute the second, read the file and write some information to the device, while the
second process can only send information to the first.
Role 1
Role 2

Assest 1
read, write,
execute, own
Read

Assest 2
execute
read, write,
execute, own

file
read

device
write

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