Sunday, 20 December 2020

I/O Management Concepts in OS

 

I/O Management

v I/O Hardware:

  • I/O devices can be roughly categorized as storage, communications, user-interface, and other.
  • Devices communicate with the computer via signals sent over wires or through the air.
  • Devices connect with the computer via ports, e.g. a serial or parallel port.
  • A common set of wires connecting multiple devices is termed a bus.
  • Buses include rigid protocols for the types of messages that can be sent across the bus and the procedures for resolving contention issues.
  • Figure  below illustrates three of the four bus types commonly found in a modern PC:
  • The PCI bus connects high-speed high-bandwidth devices to the memory subsystem (and the CPU.)
  • The expansion bus connects slower low-bandwidth devices, which typically deliver data one character at a time (with buffering.)
  • The SCSI bus connects a number of SCSI devices to a common SCSI controller.
  • daisy-chain bus, (not shown) is when a string of devices is connected to each other like beads on a chain, and only one of the devices is directly connected to the host.
PC bus structure
Fig: A typical PC bus structure.

·         One way of communicating with devices is through registers associated with each port.

·         Registers may be one to four bytes in size, and may typically include ( a subset of ) the following four:

1.     The data-in register is read by the host to get input from the device.

2.     The data-out register is written by the host to send output.

3.     The status register has bits read by the host to ascertain the status of the device, such as idle, ready for input, busy, error, transaction complete, etc.

4.     The control register has bits written by the host to issue commands or to change settings of the device such as parity checking, word length, or full- versus half-duplex operation.


·         Another technique for communicating with devices is memory-mapped I/O.

·         In this case a certain portion of the processor's address space is mapped to the device, and communications occur by reading and writing directly to/from those memory areas.

·         Memory-mapped I/O is suitable for devices which must move large quantities of data quickly, such as graphics cards.

·         Memory-mapped I/O can be used either instead of or more often in combination with traditional registers. For example, graphics cards still use registers for control information such as setting the video mode.

·         A potential problem exists with memory-mapped I/O, if a process is allowed to write directly to the address space used by a memory-mapped I/O device.

·         (Note: Memory-mapped I/O is not the same thing as direct memory access, DMA.)


v Polling:

 

·        One simple means of device handshaking involves polling:

    1. The host repeatedly checks the busy bit on the device until it becomes clear.
    2. The host writes a byte of data into the data-out register, and sets the write bit in the command register (in either order. )
    3. The host sets the command ready bit in the command register to notify the device of the pending command.
    4. When the device controller sees the command-ready bit set, it first sets the busy bit.
    5. Then the device controller reads the command register, sees the write bit set, reads the byte of data from the data-out register, and outputs the byte of data.
    6. The device controller then clears the error bit in the status register, the command-ready bit, and finally clears the busy bit, signaling the completion of the operation.
  • Polling can be very fast and efficient, if both the device and the controller are fast and if there is significant data to transfer.
  •  It becomes inefficient, however, if the host must wait a long time in the busy loop waiting for the device, or if frequent checks need to be made for data that is infrequently there.

v Interrupts:

 

  • Interrupts allow devices to notify the CPU when they have data to transfer or when an operation is complete, allowing the CPU to perform other duties when no I/O transfers need its immediate attention.
  • The CPU has an interrupt-request line that is sensed after every instruction.
    • A device's controller raises an interrupt by asserting a signal on the interrupt request line.
    • The CPU then performs a state save, and transfers control to the interrupt handler routine at a fixed address in memory. (The CPU catches the interrupt and dispatches the interrupt handler.)
    • The interrupt handler determines the cause of the interrupt, performs the necessary processing, performs a state restore, and executes a return from interrupt instruction to return control to the CPU.(The interrupt handler clears the interrupt by servicing the device.)
Interrupt driven IO cycle

Fig: Interrupt-driven I/O cycle.

o    Most CPUs now have two interrupt-request lines: One that is non-maskable for critical error conditions and one that is maskable, that the CPU can temporarily ignore during critical processing.

o    The interrupt mechanism accepts an address, which is usually one of a small set of numbers for an offset into a table called the interrupt vector. This table (usually located at physical address zero?) holds the addresses of routines prepared to process specific interrupts.The number of possible interrupt handlers still exceeds the range of defined interrupt numbers, so multiple handlers can be interrupt chained

o    Modern interrupt hardware also supports interrupt priority levels, allowing systems to mask off only lower-priority interrupts while servicing a high-priority interrupt, or conversely to allow a high-priority signal to interrupt the processing of a low-priority one.

o    System calls are implemented via software interrupts, also known as traps. 


v Direct Memory Access (DMA):

 

  • For devices that transfer large quantities of data ( such as disk controllers ), it is wasteful to tie up the CPU transferring data in and out of registers one byte at a time.
  • Instead this work can be off-loaded to a special processor, known as the Direct Memory Access, DMA, Controller.
  • The host issues a command to the DMA controller, indicating the location where the data is located, the location where the data is to be transferred to, and the number of bytes of data to transfer. The DMA controller handles the data transfer, and then interrupts the CPU when the transfer is complete.
  • A simple DMA controller is a standard component in modern PCs, and many bus-mastering I/O cards contain their own DMA hardware.
  • Handshaking between DMA controllers and their devices is accomplished through two wires called the DMA-request and DMA-acknowledge wires.
  • While the DMA transfer is going on the CPU does not have access to the PCI bus (including main memory), but it does have access to its internal registers and primary and secondary caches.
  • DMA can be done in terms of either physical addresses or virtual addresses that are mapped to physical addresses. The latter approach is known as Direct Virtual Memory Access, DVMA, and allows direct data transfer from one memory-mapped device to another without using the main memory chips.
  • Direct DMA access by user processes can speed up operations, but is generally forbidden by modern systems for security and protection reasons (i.e. DMA is a kernel-mode operation).

v Block and Character Devices:

  • Block devices:
    • Are accessed a block at a time, and are indicated by a "b" as the first character in a long listing on UNIX systems.
    • Operations supported include read ( ), write ( ), and seek ( ).
    • Accessing blocks on a hard drive directly (without going through the file system structure) is called raw I/O, and can speed up certain operations by bypassing the buffering and locking normally conducted by the OS. 
 
    • A new alternative is direct I/O, which uses the normal file system access, but which disables buffering and locking operations.
    • Memory-mapped file I/O can be layered on top of block-device drivers.

 

  • Character devices: 
    • Are accessed one byte at a time, and are indicated by a "c" in UNIX long listings.
    • Supported operations include get() and put(), with more advanced functionality such as reading an entire line supported by higher-level library routines.

 

v Blocking and Non-blocking I/O:

 

  • With blocking I/O a process is moved to the wait queue when an I/O request is made, and moved back to the ready queue when the request completes, allowing other processes to run in the meantime.
  • With non-blocking I/O the I/O request returns immediately, whether the requested I/O operation has (completely) occurred or not. This allows the process to check for available data without getting hung completely if it is not there.
  • One approach for programmers to implement non-blocking I/O is to have a multi-threaded application, in which one thread makes blocking I/O calls ( say to read a keyboard or mouse ), while other threads continue to update the screen or perform other tasks.
  • A subtle variation of the non-blocking I/O is the asynchronous I/O, in which the I/O request returns immediately allowing the process to continue on with other tasks, and then the process is notified when the I/O operation has completed and the data is available for use.
  • The regular non-blocking I/O returns immediately with whatever results are available, but does not complete the operation and notify the process later.
 
Synchronous and Asynchronous IO

Fig: Two I/O methods: (a) synchronous and (b) asynchronous.


v Buffering:

 

  • Buffering of I/O is performed for ( at least ) 3 major reasons:
  1. Speed differences between two devices. A slow device may write data into a buffer, and when the buffer is full, the entire buffer is sent to the fast device all at once. So that the slow device still has somewhere to write while this is going on, a second buffer is used, and the two buffers alternate as each becomes full. This is known as double buffering. (Double buffering is often used in (animated) graphics, so that one screen image can be generated in a buffer while the other (completed) buffer is displayed on the screen. This prevents the user from ever seeing any half-finished screen images. )
  2. Data transfer size differences. Buffers are used in particular in networking systems to break messages up into smaller packets for transfer, and then for re-assembly at the receiving side.
  3. To support copy semantics. For example, when an application makes a request for a disk write, the data is copied from the user's memory area into a kernel buffer. Now the application can change their copy of the data, but the data which eventually gets written out to disk is the version of the data at the time the write request was made.


v Caching:

 

  • Caching involves keeping a copy of data in a faster-access location than where the data is normally stored.
  • Buffering and caching are very similar, except that a buffer may hold the only copy of a given data item, whereas a cache is just a duplicate copy of some other data stored elsewhere.
  • Buffering and caching go hand-in-hand, and often the same storage space may be used for both purposes. For example, after a buffer is written to disk, then the copy in memory can be used as a cached copy, (until that buffer is needed for other purposes.)

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