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首页操作系统螺旋学习法:Elmasri & Carrick & Levine著
操作系统螺旋学习法:Elmasri & Carrick & Levine著
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《操作系统:螺旋式方法》(Operating Systems: A Spiral Approach)是由拉梅兹·艾尔马斯里教授(Ramez Elmasri)、吉尔·卡里克(Lecturer, 曾在德克萨斯大学阿灵顿分校)和大卫·莱文森(Senior Lecturer, 德克萨斯大学阿灵顿分校)合著的一本操作系统教材。该书由麦格劳-希尔(McGraw-Hill)出版,隶属于麦格劳-希尔公司的一个商业部门,位于纽约市的美洲大道。版权属于2010年的麦格劳-希尔公司,所有权利受到保护,未经该公司事先书面同意,不得任何形式复制、分发或存储,包括但不限于网络传输、电子存储或远程教育。 本书采用螺旋式学习法,旨在帮助读者逐步深入理解和掌握操作系统原理。作者们通过系统性的讲解,将复杂的理论知识分解为易于理解的概念,并通过实践环节和案例分析来强化理解。全书内容覆盖了操作系统的基础概念,如进程管理、内存管理、文件系统、并发控制、虚拟化技术以及现代操作系统的高级特性,如云计算和移动计算平台的相关知识。 书中还可能包含一些辅助材料,如电子版和印刷版,但可能并非全球范围内都可获取。本书使用环保纸张印刷,其国际标准书号(ISBN)为978-0-07-244981-5,迈格劳-希尔全球出版人Raghothaman Srinivasan担任发展总监。 《操作系统:螺旋式方法》适合计算机科学专业的学生、研究人员以及对操作系统感兴趣的IT专业人士,它不仅提供理论指导,也提供了实际应用的指导,是深入学习和教学操作系统领域的重要参考资源。通过螺旋式的学习路径,读者能够逐步构建起扎实的理论基础,并将其转化为实际操作能力。
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1
In this part:
Chapter 1: Getting Started 3
Chapter 2: Operating System Concepts, Components,
and Architectures 19
T
his part of the book contains two chapters. Chapter 1 gives a basic explanation
about what an Operating System (or OS for short) is. It explains how the OS
provides services to users and programmers. These services make it possible
to utilize a computer without having to deal with the low-level, arcane details, but
rather, being allowed to concentrate on the problem(s) to be solved. Such problems
may be anything, including not only the things we normally consider computing
activities, but also activities such as playing games, dynamically generating art, and
monitoring the performance of an automobile engine.
Chapter 2 provides an initial high-level look at OS concepts, components, and
architecture. General terms are introduced that a student will need to know in order to
study the series of increasingly more complex OSs that are presented in Part 2.
Operating Systems Overview
and Background
Part Part
1 1
2
3
Chapter Chapter
1 1
Getting Started
In this chapter:
1.1 Introduction 4
1.2 What Are Operating Systems All About? 5
1.3 User versus System View of an OS 6
1.4 Some OS Terms, Basic Concepts, and Illustrations 10
1.5 A Small Historical Diversion 15
1.6 Summary 17
O
perating systems are at the heart of every computer. The Operating System
(or OS for short) provides services to users and programmers that make it
possible to utilize a computer without having to deal with the low-level, dif-
ficult-to-use hardware commands. It provides relatively uniform interfaces to access
the extremely wide variety of devices that a computer interacts with, from input/
output devices such as printers and digital cameras, to wired and wireless network
components that allow computers to communicate. It allows users to create, manage,
and organize different types of files. In addition, most modern OSs provide graphical
user interfaces (GUIs) to allow a relatively easy-to-use interface for computer users.
In this opening chapter, we start in Section 1.1 with a brief introduction to
show how important an Operating System is and how they are used not only in
computers but also in many types of electronic devices that we all use in our
daily routines. Section 1.2 is a more technical look at why even simple devices
contain an Operating System. Then in Section 1.3 we discuss the different views
of what an Operating System does by looking at the Operating System from two
perspectives: the user’s perspective and the system’s perspective. We also discuss
the requirements that each type of user has for the Operating System. Section 1.3
next gives a few simple examples to illustrate some sequences of functions that
an Operating System goes through to perform seemingly simple user requests.
In Section 1.4 we present some basic terminology and concepts, and give some
figures to illustrate typical components for a simple Operating System. We give a
brief historical perspective in Section 1.5 and conclude with a chapter summary
in Section 1.6 .
4 Part 1 Operating Systems Overview and Background
1.1 INTRODUCTION
For many years, OSs were viewed by most people as uninteresting—except for
OS programmers and computer “nerds.” Because of a number of high-profile cases,
OSs have occasionally become front-page news in recent years. Suddenly, the OS
is seen by some as controlling all computing. There are very strongly felt opinions
about what constitutes good versus bad OSs. There is also quite a bit of disagree-
ment about what functionality should be provided by the OS. While many people
(and some courts!) believe that one company dominates the OS market, others say
that the OS is increasingly unimportant—the Internet browser is the OS. In fact,
there is a very wide variety of types of OSs, and OSs exist at some level on every
conceivable computing device, including some that may surprise many people.
For example, handheld personal digital assistants ( PDA s) have very capable,
complex, and flexible OSs. Most electronic devices that have some intelligence
have complex, yet easy-to-use OSs and system software to control them. The OS
that was once thought of as the arcane world of process management and memory
management techniques is now occasionally a conversation topic in cafés, bars,
and computer stores. Many people now seem to be experts—or at least have an
opinion—on OSs.
(Perhaps) Surprising places to find an OS:
Personal digital assistants
Cable TV controller boxes
Electronic games
Copiers
Fax machines
Remote controls
Cellular telephones
Automobile engines
Digital cameras
While we also have our opinions, we try to get behind the hype—generated
by marketing and salespeople as well as millions of opinionated users—in order
to explain the real systems. We also throw in our own opinions when needed and
explain why we hold these beliefs. We give many examples of currently used sys-
tems to demonstrate concepts and show what is good and bad about the various sys-
tems. We try to avoid the so-called religious issues, such as: Which is the better OS:
Windows or Mac-OS? Or are UNIX and its variations such as Linux better than
both? Instead, we point out how these systems came about and what they provide to
users and programmers.
Chapter 1 Getting Started 5
Increasingly, certain parts of the OS—particularly those handling user and
application program interaction—are visible to users and programmers and often
may be critical in marketing a computer or electronic—or even mechanical—
device. Buyers are becoming very critical and have higher expectations of what the
OS should provide them. More than ever before, the system must not only provide
new features and be easier to use but it must also support those old features and
applications that we are used to. Of course, as we add new devices—video devices
and disks, high fidelity sound, and wireless networking, for example—we want the
system to easily adapt to and handle those devices. In fact, a good OS architecture
should even allow the connection of new devices that were not yet available and
may not even have been thought of when the OS was created!
1.2 WHAT ARE OPERATING SYSTEMS ALL ABOUT?
In this section, we give a simple example—a simple handheld game system—to
illustrate some of the basic functionalities that an OS should provide.
Think about a handheld electronic game system, one that is very cheap but has a
small screen, a few buttons, and several games. Although this game system might not
require an OS, it probably has one. The main reason is to consolidate the common
functions needed by the various games installed on the game system.
The games typically have some common parts. For example, each game needs to
get some input from the buttons, and to display something on the screen. While those
actions sound easy, they do require some not-so-simple software programming. Get-
ting the input from a button—that sounds easy. Well, except that the user may push two
buttons at once—what then? It is also likely that a cheap game does not use sophis-
ticated and expensive buttons, so there is electronic noise that may distort the signal
coming in—how should the games deal with that? The easy solution is to handle each
of these common issues in one, single place. For example, all button pushes can be read
in, have any noise cleaned up, and so forth in a single software routine. Having a single
read-the-button software routine has the advantage of providing a consistent user inter-
face—all games treat button input in the same way. It also allows the routine to occupy
space in only one place in system memory instead of occupying space in each individ-
ual game. And where should that read-the-button software routine be placed? It should
be in the OS—where every game that needs to read a button can call this routine.
The OS should also handle unexpected events. For example, a user may quit a
game in the middle (when losing) and start another game. No reboot of the game sys-
tem should be necessary. The user’s need to switch from game to game (task to task)
is natural and expected. In fact, users (5-year-olds) may push buttons at unexpected
times and the screen should continue to be updated (refreshed) while the game is being
played—even while waiting for a button to be pushed. This is called asynchronicity,
which can be defined informally as the occurrence of events at random or unexpected
times—a very important feature in even simple systems like a handheld game.
Several important OS concepts are part of this game system: When a game is
started, some part of its software may be loaded into memory, whereas other parts
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