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ser334_unit10_exercise_sample.lyx
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Arizona State University
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SER334: Operating Systems & System Programming
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\noindent
Lecturer Acuña (7), UGTA Bahremand (2)
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Revised 4/12/2022
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Unit 10 Sample Problems - Main Memory
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\begin_inset Formula $ $
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In this exercise, we will review the concepts of main memory.
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Length: 50 minutes with discussion.
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Questions: Q1, Q3-Q6, Q9.
(optional: Q2, Q7, Q8)
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Background
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\begin_layout Enumerate
[Acuña] Assume that a memory management system only has a limit register,
not a base register.
Would it still be possible to create at least a somewhat secure system?
If so explain, including limitations.
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Ans: [Acuña]
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Yes, but it would be tricky.
We would effectively only have one side of a bound for a process.
So instead of a process between defined as between addresses X and Y, we
instead could just check for the process using addresses under X.
We could imagine ordering several programs in memory: P0, P1, P2, P3.
Here, P0 could access only itself.
P1 could access P1 and P0.
P2 could acces P0, P1, and P2.
P3 could access all four programs.
In such a set up P0 might the least trusted program while P3 would be the
most trusted.
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\begin_layout Enumerate
[Bahremand] What makes logical memory feel more versatile than physical
memory?
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Ans: [Bahremand]
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With logical memory, an application can be given a virtual arbitrary address
space, this is a contiguous block of memory.
This address is mapped, and can be paged anywhere in physical or even secondary
storage memory.
If the memory has been swapped out, a page fault allows for the memory
to be pulled back.
This allows memory to overcome the challenge of having fixed memory locations
for code.
With logical memory, multiple physical copies can exist in the address
space of several processes at once.
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\begin_layout Enumerate
[Acuña] Consider the following scenario: you have spent several years developing
an indie video game but have run out of funding, and have decided to release
what you have completed to the public.
Unfortunately your source code is rather messy and you only want to release
binaries.
Assume you want to maximize the lifetime of the game and who gets to play.
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Would it be more appropriate to use a static or dynamic linking approach
when doing the release build of your software? Explain.
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Ans: [Acuña]
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A dynamic approach would be better.
External libraries would make it easier for a 3rd party (e.g., diehard fans
of the game) to replace components.
For example, if the game relied on a graphics API that was being continually
updated, then the fans could drop new DLLs into the game's folder and the
new version of the API (improved since the game's release) would be used.
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\begin_layout Section
Swapping
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[Bahremand] A change on the CPU from running one process (and its state)
to another is known as a
\emph on
context switch
\emph default
.
With respect to processes, how is this different than
\emph on
swappin
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g?
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Swapping deals with memory, while context switches deal with the time requiremen
t for moving a process onto or from the CPU.
To go into further detail, swapping deals with saving the state of some
physical memory to secondary storage.
Context switches take the state of a process from registers/cache and saves
it into main (physical) memory.
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[Acuña] On a system with lots of RAM available (32GB+), would it be completely
safe to turn of process swapping? Explain.
Assume the system is not loaded with programs with large memory footprints
(e.g., VMs).
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Probably not.
The issue is that even if we have plenty of RAM, systems still suffer from
memory leaks.
Over time, a memory leak can consume all physical RAM, and cause the system
to fail.
With swapping, the system will have a longer up time since it can swap
over data (even if from leaks) to the hard drive, keeping the physical
RAM usable by actual programs.
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\begin_layout Section
Contiguous Memory Allocation
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\begin_layout Enumerate
[Acuña] In a contiguous memory allocation system, would it make sense to
initialize and place processes right next to one another to reduce fragmentatio
n? Explain.
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Ans: [Acuña]
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No.
The issue is that we can never be 100% sure how much memory a program will
take.
If we insist on placing programs back to back, then if a program requires
any more memory (even a single byte), we will be obligated to move it to
a new location.
Sadly, moves are costly.
If we leave gaps between processes, we have some hope of resizing.
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\begin_layout Enumerate
[Acuña] Consider the following scenario: you select a thousand text documents
and open them with Notepad.
The OS begins allocating memory for a thousand instances of Notepad.
Which hole selection scheme (first/best/worse fit) would be fastest in
term of finding/preparing a hole? Assume that the machine has just been
rebooted and that there is no page sharing.
(Hint: Notepad is a reasonably small application.)
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Ans: [Acuña]
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Since the system has just been started, there is likely to be one large
hole, and only several smaller ones.
If we choose worse fit, then it will be easier to find the hole but each
time we will have to divide it.
If we choose best fit, it will be little longer to find a hole but not
bad since there are few to pick from, and we may not have to always split
holes.
If we choose first fit will quickly degrade to worse fit.
Best fit is likely to give us a small performance increase over the other
two methods.
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\begin_layout Section
Segmentation
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\end_deeper
\begin_layout Enumerate
[Acuña] Would a segmentation memory system have a harder (slower) time dealing
with a program written in a procedural language (like C), or an object-oriented
language like C++?
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Ans: [Acuña]
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It would be slower in an OOP language.
In an OOP language functions tend to be tightly coupled (meaning many need
to be loaded at the same time) since they are combined together in a class,
all sharing the same class level data.
In a procedural language, functions are more likely to be independently,
meaning the program can be divided into smaller pieces.
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\begin_layout Section
Paging
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[Acuña] How does paging make better use of memory than a segmentation approach?
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Ans: [Acuña]
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In paging, each page/frame is the same size.
This is useful because any page can be placed into any frame.
Thus, external fragmentation all but disappears.
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