Tom Kelliher, CS42
Oct. 2, 1996
Associate a ``blocked'' queue with each semaphore.
typedef struct semaphore { int value; pcb *head; } semaphore;
Semaphore creation:
semaphore *createsem(int value) { semaphore *sem; sem = get_next_sem(); sem->value = value; sem->head = NULL; return (sem); } void wait(semaphore *sem) { /* need mutex goo here */ if (--sem->value < 0) { <update status of current process> insqu(sem->head->prev, current); scheduler(); } } void signal(semaphore *sem) { /* mutex */ pcb *proc; if (++sem->value <= 0) { proc = remqu(sem->head->next); <update status of proc> ordinsqu(ready, proc); if (proc->prio > current->prio) scheduler(); } }
Write a semaphore solution to the producer/consumer problem when you have N buffers.
Class declaration:
class Semaphore { public: Semaphore(char* debugName, int initialValue); // set initial value ~Semaphore(); // de-allocate semaphore char* getName() { return name;} // debugging assist void P(); // these are the only operations on a semaphore void V(); // they are both *atomic* private: char* name; // useful for debugging int value; // semaphore value, always >= 0 List *queue; // threads waiting in P() for the value to be > 0 };
Class definition:
//---------------------------------------------------------------------- // Semaphore::Semaphore // Initialize a semaphore, so that it can be used for synchronization. // // "debugName" is an arbitrary name, useful for debugging. // "initialValue" is the initial value of the semaphore. //---------------------------------------------------------------------- Semaphore::Semaphore(char* debugName, int initialValue) { name = debugName; value = initialValue; queue = new List; } //---------------------------------------------------------------------- // Semaphore::Semaphore // De-allocate semaphore, when no longer needed. Assume no one // is still waiting on the semaphore! //---------------------------------------------------------------------- Semaphore::~Semaphore() { delete queue; } //---------------------------------------------------------------------- // Semaphore::P // Wait until semaphore value > 0, then decrement. Checking the // value and decrementing must be done atomically, so we // need to disable interrupts before checking the value. // // Note that Thread::Sleep assumes that interrupts are disabled // when it is called. //---------------------------------------------------------------------- void Semaphore::P() { IntStatus oldLevel = interrupt->SetLevel(IntOff); // disable interrupts while (value == 0) { // semaphore not available queue->Append((void *)currentThread); // so go to sleep currentThread->Sleep(); } value--; // semaphore available, // consume its value (void) interrupt->SetLevel(oldLevel); // re-enable interrupts } //---------------------------------------------------------------------- // Semaphore::V // Increment semaphore value, waking up a waiter if necessary. // As with P(), this operation must be atomic, so we need to disable // interrupts. Scheduler::ReadyToRun() assumes that threads // are disabled when it is called. //---------------------------------------------------------------------- void Semaphore::V() { Thread *thread; IntStatus oldLevel = interrupt->SetLevel(IntOff); thread = (Thread *)queue->Remove(); if (thread != NULL) // make thread ready, consuming the V immediately scheduler->ReadyToRun(thread); value++; (void) interrupt->SetLevel(oldLevel); }
Wading through the code:
// The following class defines a "lock". A lock can be BUSY or FREE. // There are only two operations allowed on a lock: // // Acquire -- wait until the lock is FREE, then set it to BUSY // // Release -- set lock to be FREE, waking up a thread waiting // in Acquire if necessary // // In addition, by convention, only the thread that acquired the lock // may release it. As with semaphores, you can't read the lock value // (because the value might change immediately after you read it). class Lock { public: Lock(char* debugName); // initialize lock to be FREE ~Lock(); // deallocate lock char* getName() { return name; } // debugging assist void Acquire(); // these are the only operations on a lock void Release(); // they are both *atomic* bool isHeldByCurrentThread(); // true if the current thread // holds this lock. Useful for // checking in Release, and in // Condition variable ops below. private: char* name; // for debugging // plus some other stuff you'll need to define };
Implementation?
// The following class defines a "condition variable". A condition // variable does not have a value, but threads may be queued, waiting // on the variable. These are only operations on a condition variable: // // Wait() -- release the lock, relinquish the CPU until signaled, // then re-acquire the lock // // Signal() -- wake up a thread, if there are any waiting on // the condition // // Broadcast() -- wake up all threads waiting on the condition // // All operations on a condition variable must be made while // the current thread has acquired a lock. Indeed, all accesses // to a given condition variable must be protected by the same lock. // In other words, mutual exclusion must be enforced among threads calling // the condition variable operations. // // In Nachos, condition variables are assumed to obey *Mesa*-style // semantics. When a Signal or Broadcast wakes up another thread, // it simply puts the thread on the ready list, and it is the responsibility // of the woken thread to re-acquire the lock (this re-acquire is // taken care of within Wait()). By contrast, some define condition // variables according to *Hoare*-style semantics -- where the signalling // thread gives up control over the lock and the CPU to the woken thread, // which runs immediately and gives back control over the lock to the // signaller when the woken thread leaves the critical section. // // The consequence of using Mesa-style semantics is that some other thread // can acquire the lock, and change data structures, before the woken // thread gets a chance to run. class Condition { public: Condition(char* debugName); // initialize condition to // "no one waiting" ~Condition(); // deallocate the condition char* getName() { return (name); } void Wait(Lock *conditionLock); // these are the 3 operations on // condition variables; releasing the // lock and going to sleep are // *atomic* in Wait() void Signal(Lock *conditionLock); // conditionLock must be held by void Broadcast(Lock *conditionLock);// the currentThread for all of // these operations private: char* name; // plus some other stuff you'll need to define };
Implementation?