// synch.h // Data structures for synchronizing threads. // // Three kinds of synchronization are defined here: semaphores, // locks, and condition variables. The implementation for // semaphores is given; for the latter two, only the procedure // interface is given -- they are to be implemented as part of // the first assignment. // // Note that all the synchronization objects take a "name" as // part of the initialization. This is solely for debugging purposes. // // Copyright (c) 1992-1993 The Regents of the University of California. // All rights reserved. See copyright.h for copyright notice and limitation // synch.h -- synchronization primitives. #ifndef SYNCH_H #define SYNCH_H #include "copyright.h" #include "thread.h" #include "list.h" // The following class defines a "semaphore" whose value is a non-negative // integer. The semaphore has only two operations P() and V(): // // P() -- waits until value > 0, then decrement // // V() -- increment, waking up a thread waiting in P() if necessary // // Note that the interface does *not* allow a thread to read the value of // the semaphore directly -- even if you did read the value, the // only thing you would know is what the value used to be. You don't // know what the value is now, because by the time you get the value // into a register, a context switch might have occurred, // and some other thread might have called P or V, so the true value might // now be different. 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 }; // 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 }; // 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 }; #endif // SYNCH_H