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Overview: Memory
• Memory Organization: General Issues (Hardware)
– Objectives in Memory Design
– Memory Types
– Memory Hierarchies
• Memory Management (Software - OS)
– Cache
– Virtual Memory & Paging
– Segmentation
• Memory Issues in Multiprogramming (Software - OS)
– Memory allocation for each process
– Swapping
– Security
Memory Organization:
Objectives
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•
•
•
•
•
•
High Capacity
Fast Access
Small Size to fit on chip
Cheap
Reusable
Non-volatile
Reliable
Memory Reality
• Fast Memory is very expensive
• The bigger memory, the slower it will be
• Need for memory grows
• Parkinson’s Law “ Programs expand to fill the
memory available to hold them”
• You can’t run Windows XP on a 5 year old machine
with 32 MB
Storage Devices
•
•
•
•
•
•
•
•
Register
Cache
Main Memory (RAM)
Hard disk
Floppy
Tape
CD ROM
…
Memory Types I
• Electric
– Static RAM (Random Access Memory)
• D-Latch, holds information as long as the circuit has power
• Fast, Expensive, many transistors
– Dynamic RAM
• One transistor and capacitor per bit
• Slower, need regular refreshing, cheap, small
• Magnetic
– Hard Drive, Floppy
• Cheap, slower, stable, error prone
Hard Drive
Memory Types II
• Optical/Mechanical: CD-Rom, DVD
– ROM (Read Only access)
– PROM (Programmable ROM)
– EPROM (Erasable PROM) – read/write!
• Cheap, large volume, slow access, stable, high reliability
Type Comparison
Type
Category Erasure
Volatile
Use
SRAM
Read/Write
Electrical
Yes
Register, Cache
DRAM
Read/Write
Electrical
Yes
Main Memory
ROM, PROM
Read only
No
No
Large Volume
Appliances
EPROM
Read mostly
UV-Light
No
Device
Prototyping
Magnetic
Read/Write
Magnetic
No
Hard Drive,
Backup tapes
• Question: How can you improve performance
without higher cost?
• Answer: Build memory hierarchy
Speed
CPU
Size
Cost $/bit
Fastest
Memory
Smallest
Highest
Biggest
Lowest
Memory
Memory
Slowest
Memory Hierarchy
Memory Management: OS
• Obvious question: What content of Memory
should be in what level of memory?
• How to provide uniform access for all processes
to memory content independent of its physical
location?
Principle of Locality
• Locality:
– Temporal: You will use again things you used recently
– Spatial: Nearby items are more likely to be used (Array)
• The idea of hierarchy works only because of
locality
• Why does code has locality?
–
–
–
–
Local variable space
Limited set of variables that will be used again
Arrays
Machine language is stored sequentially
Cache
• “A safe place for hiding or storing things”
Webster Dictionary
• Small and very fast temporal memory between
CPU and main memory that contains things
(variables and instructions) that were recently
used by CPU
Cache: Simple Example
• Example: Memory has 8 lines, cache has 4
– LOAD R1, x5
– Since x5 is not in the cache, it will be fetched from main
memory and replace one current entry
X3
X1
X3
X5
X4
X4
X0
X0
– Cache before request
After request
Terminology
• Hit: data requested could be found in one level
• Miss: Data could not be found -> has to be
searched on lower level
• Miss Rate: percentage of memory access that
resulted a miss
• Block: Minimum amount of data transferred
between levels (in the example it was 1)
• Miss penalty: Additional time it takes to find item
Cache Parameter
• Block size: How many items do you replace?
– Big if high degree of spatial locality
– Small if low degree of spatial locality
• Which block will be discarded in case of a miss?
– Replacement strategy: pick one that will hopefully not
be used again
• Separation of data and instruction
– Either cache for both or 2 caches, one for each
Unified Data and Instruction
Cache
Separate Data and Instruction
Performance
• Access Time: Miss rate*Miss penalty + Hit time
– Miss rate reduction:
• Bigger cache
• Bigger blocks
• Good replacement strategy
– Miss penalty reduction
• Smaller blocks
• Simple replacement strategy
– Hit time reduction
• Small and simple cache
Replacement Strategy
• Not recently used
– Pick first block that was not used for certain time
• First in first out
– Oldest of all blocks in cache
• Least recently used
– Compare last use time or all blocks and pick the least
used
– Optimal but very expensive
• Cheaper approximation of LRU
Cache Entry
• What information do you need for each
item/block?
– Associated address
– Valid bit (during initialization 0)
– Accounting information for replacement:
• time of last use
Address
Valid Time
Value
Hit vs. Miss
• Read hit
– Optimal
• Read miss
– Stall CPU, fetch new block from memory, identify oldest
block, replace, start CPU
• Write hit
– Update cache, depending on strategy update memory
• Write miss
– Similar to read miss, first update memory, fetch block,
replace, start CPU
Write Strategies
• Write-through
– Update memory whenever cache is changed
• Copy back
– Update memory only when block is deleted from
cache
– Keep track of changes with dirty bit
– Makes read miss more expensive but improves the
write time significantly
• Buffered write-through
– Keep track of updates in special buffer, buffer
transfers data slowly to memory