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Chapter 3 Operating Systems and Networks

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Title: Chapter 3 Operating Systems and Networks


1
Chapter 3 Operating Systems and Networks
  • The Evolution of Operating Systems
  • Operating System Architecture
  • Coordinating the Machines Activities
  • Handling Competition Among Processes
  • Networks
  • Network Protocols
  • Security

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3.1 The Evolution of Operating Systems
  • Single-Processor Systems
  • Batch processing the execution of jobs by
    collecting them in a single batch, then executing
    them without further interaction with the user.
  • Interactive processing the execution of programs
    that carried on a dialogue with the user through
    remote terminals or workstations.
  • Queue a storage organization in which objects
    are ordered in first-in, first-out (FIFO)
    fashion.
  • Real-time processing the coordination between
    the machine and its environment.

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  • Time-sharing the technique of dividing time into
    intervals, or time slices, and then restricting
    the execution of a job to only one time slice at
    a time. multitasking
  • Multiprocessor Systems
  • Load balancing making sure that the processors
    are used efficiently
  • Scaling breaking tasks into a number of subtasks
    compatible with the number of processors in the
    machine.

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3.2 Operating System Architecture
  • Shell defines the interface between the
    operating system and its users.
  • Modern shells perform this task by means of a
    Graphical User Interface (GUI)
  • Window Manager allocates blocks of space on the
    screen, called window, and keeps track of which
    application is associated with each window.

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Kernel
  • File manager coordinates the use of the
    machines mass storage facilities.
  • Device drivers communicate with the controllers
    to carry out operations on the machines
    peripheral devices.
  • Memory manager coordinates the use of main memory

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Virtual Memory
  • The illusion of additional memory space by
    rotating programs and data back and forth between
    main memory and mass storage.
  • Divide the required space into units called pages
    and store the contents of these pages in mass
    storage.
  • Scheduler determines which activities are to be
    considered for execution
  • Dispatcher controls the allocation of time
    slices to these activities.

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Boot strapping
  • A CPU is designed so that its program counter
    starts with a particular predetermined address
    each time the CPU is turned on.
  • It is at this location that the CPU expects to
    find the first instruction to be executed. This
    portion of memory is normally constructed in such
    a way that its content is permanent. ROM
  • Bootstrap the small program that is permanently
    stored at the above location.

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3.3 Coordinating the Machine Activities
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Process
  • The activity of executing a program.
  • A process encompasses the current status of the
    activity, called the process state.
  • This state includes the current position in the
    program being executed as well as the values in
    the other CPU registers and the associated memory
    cells.

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Process Administration
  • Process table To keep track of all the
    processes, the scheduler maintains a block of
    information in main memory.
  • Memory area assigned to the process, the priority
    of the process, and whether the process is ready
    or waiting
  • Ready a state in which its progress can
    continue.
  • Waiting its progress is currently delayed until
    some external event occurs
  • Process switch The procedure of changing from
    one process to another

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Interrupt
  • When the CPU receives an interrupt signal, it
    completes its current machine cycle, saves its
    position in the current process, and begins
    executing a program, called the interrupt
    handler, that is stored at a predetermined
    location in main memory.

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The Client/Server Model
  • Client makes requests of other units
  • Server satisfies the requests made by clients
  • COBRA provides a standard for the network-wide
    communication between software units known as
    objects.

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3.4 Handling Competition Among Processes
  • Semaphores test-and-set
  • Critical region a sequence of instructions that
    can be executed by only one process at a time.
    Mutual exclusion
  • To enter the critical region, a process must find
    the semaphore clear and then set the semaphore
    before entering the critical region then upon
    exiting the critical region, the process must
    clear the semaphore.

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Deadlock
  • The condition in which two or more processes are
    blocked from progressing because each is waiting
    fro access to resources allocated to another.
  • 3 necessary conditions
  • There is competition for nonshareable resources.
  • The resources are requested on a partial basis
    that is, having received some resources, a
    process will return later to request more.
  • Once a resource has been allocated, it cannot be
    forcibly retrieved.

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  • The operating system has made the nonshareable
    resource appear shareable by creating the
    illusion of more than one printer. The technique
    of holding data for output at a later but more
    convenient time is called spooling.

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FIGURE 3.9 A deadlock resulting from
competition for
nonshareable railroad intersections
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3.5 Networks
  • LANs local area networks
  • WANs wide area networks
  • 4 popular configurations Ring, Bus, Star,
    Irregular

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The Internet
  • Network of networks
  • Each network in the Internet is connected to
    another network by a machine called a router.
  • A collection of networks clusters known as
    domains, each of which normally consists of those
    networks operated by a single organization.

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Internet addressing
  • 32 bits consisting of two parts a pattern
    identifying the domain in which the machine
    resides (network identifier) and a pattern
    identifying the particular machine within the
    domain (host address).
  • The network identifier is assigned by the
    InterNIC (Internet Network Information Center)

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Figure 3.11 The distinction between a bridge
and a router
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Figure 3.12 A typical approach to connecting to
the Internet
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  • An individual normally obtains access to the
    Internet through membership in an organization
    with a domain.
  • Several companies, called Internet access
    providers, offer Internet access to individuals
    on a commercial basis.
  • Hypertext contains words, phrases, or images
    that are linked to other documents.

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3.6 Network Protocols
  • Protocols The rules that govern the
    communication between different components within
    a computer system.
  • How messages are addressed, how the right to
    transmit messages is delegated among the
    machines, how the duties of packaging messages
    for transmission and unpacking received messages
    are to be handled.

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Figure 3.14 A simple Web page expressed in HTML
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Figure 3.15 Communication over a ring network
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Controlling Transmission Privileges
  • Ring a unique bit pattern, called a token, is
    passed around the ring. Possession of this token
    gives a machine the authority to transmit its own
    message without the token, a machine is only
    allowed to forward messages.

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Ethernet
  • CSMA/CD Carrier Sense, Multiple Access with
    Collision Detection
  • Each message transmitted by any machine be
    broadcast to all the machines on the bus. Each
    machine monitors all the messages but keeps only
    those addressed to itself. To transmit a message,
    a machine waits until the bus is silent, at which
    time it begins transmitting while continuing to
    monitor the bus.
  • If another machine also begins transmitting, both
    machines detect the clash and pause for a brief
    random period of time before trying to transmit
    again.

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The Layered Approach to Internet Software
  • The transport layer divides long messages into
    segments of a size compatible with the underlying
    network layer. It then adds sequence numbers to
    these segments so that the original message can
    be reconstructed at the messages destination.

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Figure 3.16 Communication over a bus network
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Network Layer
  • The network layer oversees the intermediate steps
    made by packets as they find their way across the
    Internet. It does this by appending an
    intermediate destination address to each packet.

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Figure 3.17 Package-shipping example
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Link Layer
  • To deal with the communication details particular
    to the individual network (Ring, bus) in which
    the machine resides.
  • To assist with this readdressing process, the
    network layer maintains a routing table that
    contains the final destination addresses that it
    has dealt with recently and the intermediate
    addresses to which it forwarded each of those
    packets.

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Figure 3.18 The Internet software layers
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Figure 3.19 Following a message through the
Internet (continued)
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Figure 3.19 Following a message through the
Internet (continued)
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Figure 3.19 Following a message through the
Internet
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Figure 3.20 Choosing between TCP and UDP
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  • Network layer hands its transport layer only
    those packets that addressed to the local
    machine.
  • Only the link and network layers are involved in
    the forwarding of packets destined to other
    machines.
  • Once the message is complete, the transport layer
    hands it to its application layer.

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TCP/IP protocol suite
  • A collection of protocols defining the four-level
    hierarchy used by the Internet.
  • TCP defines a version of the transport layer.
  • Before sending data, a transport layer based on
    TCP sends a message to the transport layer at the
    destination telling it that data are about to be
    sent and which application layer software is to
    receive the data.
  • It then waits for this message to be acknowledged
    before starting to send message segments.

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  • TCP transport layers at the origin and
    destination work together by means of
    acknowledgments and segment retransmissions to
    confirm that all segments of a message are
    successfully transferred to the destination.

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  • IP is the Internets standard for the network
    layer.
  • Each time an IP network layer prepares a packet
    to be handed to the link layer, it appends a
    value called a hop count (64), or time to live,
    to that packet.
  • This value is the limit to the number of times
    the packet should be forwarded as it tries to
    find its way through the Internet.
  • With this information, the network layer can
    protect the Internet from packets circling
    endlessly within the system.

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3.7 Security
  • One popular approach to encryption of messages
    sent over the Internet is called public-key
    encryption.
  • Public-key encryption involves the use of two
    values called keys. One key, known as the public
    key, is used to encode messages and is known to
    by all people authorized to generate messages
    the other, known as the private key, is required
    to decode messages and is know by only the person
    who is to receive messages.

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Single-Key Cryptography
  • Encoding The process of creating a coded
    message.
  • Decoding The process of unscrambling a coded
    message using a key.
  • When the same key is used for both encoding and
    decoding, the code is called single-key
    cryptography.
  • The more encoded messages you have, the easier it
    is to break the code. One way is to identifier
    the most frequently used characteristics and
    character sequences in those message.

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  • Virus a program segment that attaches itself to
    other programs in the computer system.
  • Worm an autonomous program that transfers itself
    through the network, taking up residence in
    machines and forwarding copies of itself through
    the network.

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ADSL (Asymmetric Digital Subscribe line)
  • ADSL offers a 1.536Mbps downlink channel (T1
    minus the 193rd bit), but only a 16Kbps uplink
    channel.
  • The old 4KHz analog telephone channel is also on
    there.
  • The uplink has enough bandwidth for the user to
    order movies, and the downlink has enough
    bandwidth to send them encoded in MPEG-1.
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