Fixed-priority Pre-emptive Scheduling
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Fixed-priority Pre-emptive Scheduling
Fixed-priority preemptive scheduling is a scheduling system commonly used in real-time systems. With fixed priority preemptive scheduling, the scheduler ensures that at any given time, the processor executes the highest priority task of all those tasks that are currently ready to execute. The preemptive scheduler has a clock interrupt task that can provide the scheduler with options to switch after the task has had a given period to execute—the time slice. This scheduling system has the advantage of making sure no task hogs the processor for any time longer than the time slice. However, this scheduling scheme is vulnerable to process or thread lockout: since priority is given to higher-priority tasks, the lower-priority tasks could wait an indefinite amount of time. One common method of arbitrating this situation is aging, which gradually increments the priority of waiting processes and threads, ensuring that they will all eventually execute. Most real-time operating systems ...
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Computer Multitasking
In computing, multitasking is the concurrent execution of multiple tasks (also known as processes) over a certain period of time. New tasks can interrupt already started ones before they finish, instead of waiting for them to end. As a result, a computer executes segments of multiple tasks in an interleaved manner, while the tasks share common processing resources such as central processing units (CPUs) and main memory. Multitasking automatically interrupts the running program, saving its state (partial results, memory contents and computer register contents) and loading the saved state of another program and transferring control to it. This "context switch" may be initiated at fixed time intervals ( pre-emptive multitasking), or the running program may be coded to signal to the supervisory software when it can be interrupted ( cooperative multitasking). Multitasking does not require parallel execution of multiple tasks at exactly the same time; instead, it allows more than o ...
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Real-time System
Real-time computing (RTC) is the computer science term for hardware and software systems subject to a "real-time constraint", for example from event to system response. Real-time programs must guarantee response within specified time constraints, often referred to as "deadlines". Ben-Ari, Mordechai; "Principles of Concurrent and Distributed Programming", ch. 16, Prentice Hall, 1990, , page 164 Real-time responses are often understood to be in the order of milliseconds, and sometimes microseconds. A system not specified as operating in real time cannot usually ''guarantee'' a response within any timeframe, although ''typical'' or ''expected'' response times may be given. Real-time processing ''fails'' if not completed within a specified deadline relative to an event; deadlines must always be met, regardless of system load. A real-time system has been described as one which "controls an environment by receiving data, processing them, and returning the results sufficiently quic ...
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Central Processing Unit
A central processing unit (CPU), also called a central processor, main processor or just Processor (computing), processor, is the electronic circuitry that executes Instruction (computing), instructions comprising a computer program. The CPU performs basic arithmetic, logic, controlling, and input/output (I/O) operations specified by the instructions in the program. This contrasts with external components such as main memory and I/O circuitry, and specialized processors such as graphics processing units (GPUs). The form, CPU design, design, and implementation of CPUs have changed over time, but their fundamental operation remains almost unchanged. Principal components of a CPU include the arithmetic–logic unit (ALU) that performs arithmetic and logic operations, processor registers that supply operands to the ALU and store the results of ALU operations, and a control unit that orchestrates the #Fetch, fetching (from memory), #Decode, decoding and #Execute, execution (of instruc ...
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Task (computing)
In computing, a task is a unit of execution or a unit of work. The term is ambiguous; precise alternative terms include '' process'', light-weight process, '' thread'' (for execution), ''step'', '' request'', or ''query'' (for work). In the adjacent diagram, there are queues of incoming work to do and outgoing completed work, and a thread pool of threads to perform this work. Either the work units themselves or the threads that perform the work can be referred to as "tasks", and these can be referred to respectively as requests/responses/threads, incoming tasks/completed tasks/threads (as illustrated), or requests/responses/tasks. Terminology In the sense of "unit of execution", in some operating systems, a task is synonymous with a process, and in others with a thread. In non-interactive execution (batch processing), a task is a unit of execution within a job, with the task itself typically a process. The term " multitasking" primarily refers to the processing sense – mu ...
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Preemption (computing)
In computing, preemption is the act of temporarily interrupting an executing task, with the intention of resuming it at a later time. This interrupt is done by an external scheduler with no assistance or cooperation from the task. This preemptive scheduler usually runs in the most privileged protection ring, meaning that interruption and resuming are considered highly secure actions. Such a change in the currently executing task of a processor is known as context switching. User mode and kernel mode In any given system design, some operations performed by the system may not be preemptable. This usually applies to kernel functions and service interrupts which, if not permitted to run to completion, would tend to produce race conditions resulting in deadlock. Barring the scheduler from preempting tasks while they are processing kernel functions simplifies the kernel design at the expense of system responsiveness. The distinction between user mode and kernel mode, whi ...
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Scheduling (computing)
In computing, scheduling is the action of assigning ''resources'' to perform ''tasks''. The ''resources'' may be processors, network links or expansion cards. The ''tasks'' may be threads, processes or data flows. The scheduling activity is carried out by a process called scheduler. Schedulers are often designed so as to keep all computer resources busy (as in load balancing), allow multiple users to share system resources effectively, or to achieve a target quality-of-service. Scheduling is fundamental to computation itself, and an intrinsic part of the execution model of a computer system; the concept of scheduling makes it possible to have computer multitasking with a single central processing unit (CPU). Goals A scheduler may aim at one or more goals, for example: * maximizing '' throughput'' (the total amount of work completed per time unit); * minimizing ''wait time'' (time from work becoming ready until the first point it begins execution); * minimizing '' latenc ...
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Context Switch
In computing, a context switch is the process of storing the state of a process or thread, so that it can be restored and resume execution at a later point, and then restoring a different, previously saved, state. This allows multiple processes to share a single central processing unit (CPU), and is an essential feature of a multitasking operating system. The precise meaning of the phrase "context switch" varies. In a multitasking context, it refers to the process of storing the system state for one task, so that task can be paused and another task resumed. A context switch can also occur as the result of an interrupt, such as when a task needs to access disk storage, freeing up CPU time for other tasks. Some operating systems also require a context switch to move between user mode and kernel mode tasks. The process of context switching can have a negative impact on system performance. Cost Context switches are usually computationally intensive, and much of the design of ...
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Time Slice
In computing, preemption is the act of temporarily interrupting an executing task, with the intention of resuming it at a later time. This interrupt is done by an external scheduler with no assistance or cooperation from the task. This preemptive scheduler usually runs in the most privileged protection ring, meaning that interruption and resuming are considered highly secure actions. Such a change in the currently executing task of a processor is known as context switching. User mode and kernel mode In any given system design, some operations performed by the system may not be preemptable. This usually applies to kernel functions and service interrupts which, if not permitted to run to completion, would tend to produce race conditions resulting in deadlock. Barring the scheduler from preempting tasks while they are processing kernel functions simplifies the kernel design at the expense of system responsiveness. The distinction between user mode and kernel mode, which d ...
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Resource Starvation
In computer science, resource starvation is a problem encountered in concurrent computing where a process is perpetually denied necessary resources to process its work. Starvation may be caused by errors in a scheduling or mutual exclusion algorithm, but can also be caused by resource leaks, and can be intentionally caused via a denial-of-service attack such as a fork bomb. When starvation is impossible in a concurrent algorithm, the algorithm is called starvation-free, lockout-freed or said to have finite bypass. This property is an instance of liveness, and is one of the two requirements for any mutual exclusion algorithm; the other being correctness. The name "finite bypass" means that any process (concurrent part) of the algorithm is bypassed at most a finite number times before being allowed access to the shared resource. Scheduling Starvation is usually caused by an overly simplistic scheduling algorithm. For example, if a (poorly designed) multi-tasking system always sw ...
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Real-time Operating System
A real-time operating system (RTOS) is an operating system (OS) for real-time applications that processes data and events that have critically defined time constraints. An RTOS is distinct from a time-sharing operating system, such as Unix, which manages the sharing of system resources with a scheduler, data buffers, or fixed task prioritization in a multitasking or multiprogramming environment. Processing time requirements need to be fully understood and bound rather than just kept as a minimum. All processing must occur within the defined constraints. Real-time operating systems are event-driven and preemptive, meaning the OS is capable of monitoring the relevant priority of competing tasks, and make changes to the task priority. Event-driven systems switch between tasks based on their priorities, while time-sharing systems switch the task based on clock interrupts. Characteristics A key characteristic of an RTOS is the level of its consistency concerning the amount of time it ...
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Salvo (RTOS)
A salvo is the simultaneous discharge of artillery or firearms including the firing of guns either to hit a target or to perform a salute. As a tactic in warfare, the intent is to cripple an enemy in one blow and prevent them from fighting back. Overview Troops armed with muzzleloaders required time to refill their arms with gunpowder and shot. Gun drills were designed to enable an almost continuous rain of fire on the enemy by lining troops into ranks, allowing one rank to fire a salvo, or volley, while the other ranks prepared their guns for firing. The term is commonly used to describe the firing of broadsides by warships, especially battleships. During fleet engagements in the days of sail, from 17th century until the 19th century, ships of the line were maneuvered with the objective of bringing the greatest possible number of cannon to bear on the enemy and to discharge them in a salvo, causing enough damage and confusion as to allow time for the cannon to be swabbed ...
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TinyOS
TinyOS is an embedded, component-based operating system and platform for low-power wireless devices, such as those used in wireless sensor networks (WSNs), smartdust, ubiquitous computing, personal area networks, building automation, and smart meters. It is written in the programming language nesC, as a set of cooperating tasks and processes. It began as a collaboration between the University of California, Berkeley, Intel Research, and Crossbow Technology, was released as free and open-source software under a BSD license, and has since grown into an international consortium, the TinyOS Alliance. TinyOS has been used in space, being implemented in ESTCube-1. Implementation TinyOS applications are written in the programming language nesC, a dialect of the C language optimized for the memory limits of sensor networks. Its supplementary tools are mainly in the form of Java and shell script front-ends. Associated libraries and tools, such as the nesC compiler and Atmel AVR bin ...
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