📄 os3dlg.cpp
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temp->ownsize++;
}
else
{
state=0;
temp->state=-1;
}
return true;
}
CString output()
{
CString strOutput,str1;
str1.Format("%d",ID);
strOutput="\r\n外设的编号:"+str1+"\r\n";
strOutput+="外设的状态:";
if(state==0)
strOutput+="闲置\r\n";
else
strOutput+="忙碌\r\n";
str1.Format("%d",own->ID);
strOutput+="占有外设的进程的编号:"+str1+"\r\n";
str1.Format("%d",request.getlength());
strOutput+="等待队列的长度:"+str1+"\r\n";
return strOutput;
}
int getstate()
{
return state;
}
};
//定义"调度"类
class schedule{
public:
PCB process[10];//假定系统最多只有10个进程
int Psize; //系统当前拥有的进程数
int ep; //指向一个空进程模块
mainmemory M; //主存
equip a[3]; //三台外设
pqueque F[3]; //多级反馈队列
int count; //用以记录二次时间
int OSMEM[10]; //模拟OS占用主存
int time; //系统运行时间
public:
schedule()
{
for(int i=0;i<=9;i++) //操作系统占用了10个页
OSMEM[i]=M.allocate();
//初始进程
Psize=ep=1;
int temp[20];//请求的页数
for(int j=0;j<=19;j++)
temp[j]=M.allocate();
process[0].refresh(ep,temp,10,100);
F[0].enqueque(&process[0]);//放入调度队列中
count=1;
//初始化外设
for(j=0;j<=2;j++)
a[j].equip1(j);
time=0;
}
bool step()
{
PCB* temp=new PCB();
if(F[0].getlength()!=0) //首先看第一级队列中是否有等待执行的进程
{
F[0].dequeque(temp);//从队列中取出一个进程
execute(temp);//执行该进程
back(temp,1);//执行一个时间片之后又进入队列
return true;
}
else
if(F[1].getlength()!=0)
{
F[1].dequeque(temp);
execute(temp);
back(temp,2);
return true;
}
else //看第二级队列中是否有等待执行的进程
if(F[2].getlength()!=0)
{
F[2].dequeque(temp);
execute(temp);
back(temp,3);
return true;
}
else{
cout<<"系统中已经无用户进程"<<endl;// this line need to be modified
return false;
}
}
bool execute(PCB* P) //执行进程
{
P->state=3; //running
instruction IR=P->A[P->PC]; //取指令
P->PC++;
int t=IR.getopcode();//指令译码
switch(t)
{
case 0: //进程创建子进程
{
Psize++; //进程数加一
ep++;
int temp[10];
for(int i=0;i<=9;i++)
temp[i]=M.allocate();
process[ep-1].refresh(ep,temp,10,IR.getoprand());
F[0].enqueque(&process[ep-1]);//子进程进入就绪队列
return true;
}
case 1: //进程执行JMP指令进行跳转
{
P->page(IR.getoprand());
return true;
}
case 2://进程申请某种资源
{
int t=IR.getoprand();
int test=a[t].request1(P);//申请设备
if(test==1)//申请成功
{
P->own[P->ownp++]=t;
P->ownsize++;
}
if(test==0)//等待外设
{
P->request=t;
P->state=2;}
if(test==-1)//申请失败
cout<<"申请失败"<<endl;// this line need to be modified
return true;
}
case 3://进程释放资源
{
int t=IR.getoprand();
PCB* temp=new PCB();
if(a[t].own->ID==P->ID && a[t].getstate()==1)
{
a[t].deallocate(temp);//释放设备
if(temp->state==1)
F[0].enqueque(temp);//进入就绪队列
int j=0;
while(P->own[j]!=t)
j++;
P->own[j]=-1;
P->ownsize--;
return true;
}
else
{
cout<<"错误:进程请求释放一个并没有占有的设备"<<endl;// this line need to be modified
return false;
}
}
case 4://进程退出
{PCB* t=new PCB();
int temp[100],size;
P->free1(temp,size);//释放内存空间
for(int i=0;i<=size-1;i++)
M.deallocate(temp[i]);
for(int j=0;j<=2;j++)
if(a[j].own->ID==P->ID && a[j].getstate()==1)
{
a[j].deallocate(t);
if(t->state==1)
F[0].enqueque(t);
}
Psize--;
P->ID=-1;
P->state=-1;
return true;
}
}
return true;
}
bool back(PCB* P,int s) //从运行状态回到就绪队列
{
if(P->state==3)
{
P->state=1;
switch(s)
{
case 1:
{
F[1].enqueque(P);
return true;
}
case 2:
{
if(count==1)
{
F[1].front(P);
count--;
}
else
{
F[2].enqueque(P);
count++;
}
return true;
}
case 3:
{
F[2].front(P);
return true;
}
}
}
return true;
}
void pagefaultcheck()
{
//控制缺页率 (0.2<=pagefault rate<=0.5) i
int temp=0;
if(time%10 ==0)
for(int i=0;i<=9;i++)
if(process[i].ID!=-1)
{
if(process[i].frate()<0.2) //缺页率太低,则删除一些页表项
{
temp=process[i].decpt();
M.deallocate(temp);
}
if(process[i].frate()>0.5)//缺页率太高,则添加一些页表项
{
temp=M.allocate();
process[i].addpt(temp);
}
}
}
CString menu(int kind)
{
CString strOutInfo=" ";
switch(kind)
{
case 0: //进程信息
{
for(int i=0;i<=9;i++)
if(process[i].ID!=-1)
strOutInfo=process[i].output();
break;
}
case 1: //内存信息
strOutInfo=M.output();
break;
case 2: //设备信息
{
for(int i=0;i<=2;i++)
strOutInfo+=a[i].output();
break;
}
case 3: //就绪队列
{
CString str1;
for(int i=0;i<=2;i++)
{
str1.Format("%d",i);
strOutInfo+="\r\n第"+str1+"队:\r\n";
strOutInfo+=F[i].output();
}
break;
}
case 4: //等待队列
{
CString str1;
for(int i=0;i<=2;i++)
{
str1.Format("%d",i);
strOutInfo+="\r\n第"+str1+"号设备的等待队列:\r\n";
strOutInfo+=a[i].request.output();}
break;
}
case 5: //下一步
{
strOutInfo="\r\n执行下一步\r\n";
time++;
for(int i=0;i<=9;i++)
if(process[i].ID!=-1)
process[i].timer();
step();
pagefaultcheck();
break;
}
default:
strOutInfo="错误!";
}
return strOutInfo;
}
};
//全局变量a添加在这里
schedule a;
/////////////////////////////////////////////////////////////////////////////
// COs3Dlg dialog
COs3Dlg::COs3Dlg(CWnd* pParent /*=NULL*/)
: CDialog(COs3Dlg::IDD, pParent)
{
//{{AFX_DATA_INIT(COs3Dlg)
m_result = _T("");
//}}AFX_DATA_INIT
// Note that LoadIcon does not require a subsequent DestroyIcon in Win32
m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
//以下四行代码表示初始化进程
a.process[0].A[0].setopcode(0);
a.process[0].A[0].setoprand(2);
a.process[0].A[1].setopcode(0);
a.process[0].A[1].setoprand(2);
}
void COs3Dlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(COs3Dlg)
DDX_Control(pDX, IDC_TEXT_RESULT, m_ctrl_info);
DDX_Text(pDX, IDC_TEXT_RESULT, m_result);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(COs3Dlg, CDialog)
//{{AFX_MSG_MAP(COs3Dlg)
ON_WM_PAINT()
ON_WM_QUERYDRAGICON()
ON_BN_CLICKED(IDC_PROCESS, OnProcess)
ON_BN_CLICKED(IDC_MEMORY, OnMemory)
ON_BN_CLICKED(IDC_READY, OnReady)
ON_BN_CLICKED(IDC_WAIT, OnWait)
ON_BN_CLICKED(IDC_NEXT, OnNext)
ON_BN_CLICKED(IDC_DEVICE, OnDevice)
ON_BN_CLICKED(IDC_CLEAR, OnClear)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// COs3Dlg message handlers
BOOL COs3Dlg::OnInitDialog()
{
CDialog::OnInitDialog();
// Set the icon for this dialog. The framework does this automatically
// when the application's main window is not a dialog
SetIcon(m_hIcon, TRUE); // Set big icon
SetIcon(m_hIcon, FALSE); // Set small icon
// TODO: Add extra initialization here
return TRUE; // return TRUE unless you set the focus to a control
}
// If you add a minimize button to your dialog, you will need the code below
// to draw the icon. For MFC applications using the document/view model,
// this is automatically done for you by the framework.
void COs3Dlg::OnPaint()
{
if (IsIconic())
{
CPaintDC dc(this); // device context for painting
SendMessage(WM_ICONERASEBKGND, (WPARAM) dc.GetSafeHdc(), 0);
// Center icon in client rectangle
int cxIcon = GetSystemMetrics(SM_CXICON);
int cyIcon = GetSystemMetrics(SM_CYICON);
CRect rect;
GetClientRect(&rect);
int x = (rect.Width() - cxIcon + 1) / 2;
int y = (rect.Height() - cyIcon + 1) / 2;
// Draw the icon
dc.DrawIcon(x, y, m_hIcon);
}
else
{
CDialog::OnPaint();
}
}
// The system calls this to obtain the cursor to display while the user drags
// the minimized window.
HCURSOR COs3Dlg::OnQueryDragIcon()
{
return (HCURSOR) m_hIcon;
}
void COs3Dlg::OnProcess() //显示进程信息
{
// TODO: Add your control notification handler code here
CString str=a.menu(0);
m_result+=str;
m_ctrl_info.SetWindowText(m_result);
}
void COs3Dlg::OnMemory() //显示内存信息
{
// TODO: Add your control notification handler code here
CString str=a.menu(1);
m_result+=str;
m_ctrl_info.SetWindowText(m_result);
}
void COs3Dlg::OnDevice() //显示设备信息
{
// TODO: Add your control notification handler code here
CString str=a.menu(2);
m_result+=str;
m_ctrl_info.SetWindowText(m_result);
}
void COs3Dlg::OnReady() //显示就绪队列
{
// TODO: Add your control notification handler code here
CString str=a.menu(3);
m_result+=str;
m_ctrl_info.SetWindowText(m_result);
}
void COs3Dlg::OnWait() //显示等待队列
{
// TODO: Add your control notification handler code here
CString str=a.menu(4);
m_result+=str;
m_ctrl_info.SetWindowText(m_result);
}
void COs3Dlg::OnNext() //显示下一步
{
// TODO: Add your control notification handler code here
CString str=a.menu(5);
m_result+=str;
m_ctrl_info.SetWindowText(m_result);
}
void COs3Dlg::OnClear() //清空文本框
{
// TODO: Add your control notification handler code here
m_result="";
m_ctrl_info.SetWindowText(m_result);
}
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