148 lines
5.4 KiB
C++
148 lines
5.4 KiB
C++
// synch.h
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// Data structures for synchronizing threads.
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//
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// Three kinds of synchronization are defined here: semaphores,
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// locks, and condition variables. The implementation for
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// semaphores is given; for the latter two, only the procedure
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// interface is given -- they are to be implemented as part of
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// the first assignment.
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//
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// Note that all the synchronization objects take a "name" as
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// part of the initialization. This is solely for debugging purposes.
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//
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// Copyright (c) 1992-1993 The Regents of the University of California.
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// All rights reserved. See copyright.h for copyright notice and limitation
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// synch.h -- synchronization primitives.
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#ifndef SYNCH_H
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#define SYNCH_H
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#include "copyright.h"
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#include "thread.h"
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#include "list.h"
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// The following class defines a "semaphore" whose value is a non-negative
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// integer. The semaphore has only two operations P() and V():
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//
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// P() -- waits until value > 0, then decrement
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//
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// V() -- increment, waking up a thread waiting in P() if necessary
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//
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// Note that the interface does *not* allow a thread to read the value of
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// the semaphore directly -- even if you did read the value, the
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// only thing you would know is what the value used to be. You don't
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// know what the value is now, because by the time you get the value
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// into a register, a context switch might have occurred,
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// and some other thread might have called P or V, so the true value might
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// now be different.
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class Semaphore:public dontcopythis
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{
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public:
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Semaphore (const char *debugName, int initialValue); // set initial value
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~Semaphore (); // de-allocate semaphore
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const char *getName ()
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{
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return name;
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} // debugging assist
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void P (); // these are the only operations on a semaphore
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void V (); // they are both *atomic*
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private:
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const char *name; // useful for debugging
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int value; // semaphore value, always >= 0
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List *queue; // threads waiting in P() for the value to be > 0
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};
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// The following class defines a "lock". A lock can be BUSY or FREE.
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// There are only two operations allowed on a lock:
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//
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// Acquire -- wait until the lock is FREE, then set it to BUSY
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//
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// Release -- set lock to be FREE, waking up a thread waiting
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// in Acquire if necessary
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//
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// In addition, by convention, only the thread that acquired the lock
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// may release it. As with semaphores, you can't read the lock value
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// (because the value might change immediately after you read it).
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class Lock:public dontcopythis
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{
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public:
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Lock (const char *debugName); // initialize lock to be FREE
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~Lock (); // deallocate lock
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const char *getName ()
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{
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return name;
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} // debugging assist
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void Acquire (); // these are the only operations on a lock
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void Release (); // they are both *atomic*
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bool isHeldByCurrentThread (); // true if the current thread
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// holds this lock. Useful for
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// checking in Release, and in
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// Condition variable ops below.
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private:
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const char *name; // for debugging
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// plus some other stuff you'll need to define
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};
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// The following class defines a "condition variable". A condition
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// variable does not have a value, but threads may be queued, waiting
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// on the variable. These are only operations on a condition variable:
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//
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// Wait() -- release the lock, relinquish the CPU until signaled,
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// then re-acquire the lock
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//
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// Signal() -- wake up a thread, if there are any waiting on
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// the condition
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//
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// Broadcast() -- wake up all threads waiting on the condition
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//
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// All operations on a condition variable must be made while
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// the current thread has acquired a lock. Indeed, all accesses
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// to a given condition variable must be protected by the same lock.
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// In other words, mutual exclusion must be enforced among threads calling
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// the condition variable operations.
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//
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// In Nachos, condition variables are assumed to obey *Mesa*-style
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// semantics. When a Signal or Broadcast wakes up another thread,
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// it simply puts the thread on the ready list, and it is the responsibility
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// of the woken thread to re-acquire the lock (this re-acquire is
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// taken care of within Wait()). By contrast, some define condition
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// variables according to *Hoare*-style semantics -- where the signalling
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// thread gives up control over the lock and the CPU to the woken thread,
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// which runs immediately and gives back control over the lock to the
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// signaller when the woken thread leaves the critical section.
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//
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// The consequence of using Mesa-style semantics is that some other thread
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// can acquire the lock, and change data structures, before the woken
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// thread gets a chance to run.
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class Condition:public dontcopythis
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{
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public:
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Condition (const char *debugName); // initialize condition to
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// "no one waiting"
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~Condition (); // deallocate the condition
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const char *getName ()
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{
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return (name);
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}
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void Wait (Lock * conditionLock); // these are the 3 operations on
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// condition variables; releasing the
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// lock and going to sleep are
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// *atomic* in Wait()
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void Signal (Lock * conditionLock); // conditionLock must be held by
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void Broadcast (Lock * conditionLock); // the currentThread for all of
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// these operations
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private:
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const char *name;
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// plus some other stuff you'll need to define
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};
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#endif // SYNCH_H
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