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Distributed Systems

(3rd Edition)

Chapter 03: Processes


Version: February 25, 2017
Processes: Threads Introduction to threads

Introduction to threads

Basic idea
We build virtual processors in software, on top of physical processors:
Processor: Provides a set of instructions along with the capability of
automatically executing a series of those instructions.
Thread: A minimal software processor in whose context a series of
instructions can be executed. Saving a thread context implies
stopping the current execution and saving all the data needed to
continue the execution at a later stage.
Process: A software processor in whose context one or more threads may
be executed. Executing a thread, means executing a series of
instructions in the context of that thread.

2 / 47
Processes: Threads Introduction to threads

Context switching

Contexts
Processor context: The minimal collection of values stored in the registers
of a processor used for the execution of a series of instructions (e.g.,
stack pointer, addressing registers, program counter).

3 / 47
Processes: Threads Introduction to threads

Context switching

Contexts
Processor context: The minimal collection of values stored in the registers
of a processor used for the execution of a series of instructions (e.g.,
stack pointer, addressing registers, program counter).
Thread context: The minimal collection of values stored in registers and
memory, used for the execution of a series of instructions (i.e., processor
context, state).

3 / 47
Processes: Threads Introduction to threads

Context switching

Contexts
Processor context: The minimal collection of values stored in the registers
of a processor used for the execution of a series of instructions (e.g.,
stack pointer, addressing registers, program counter).
Thread context: The minimal collection of values stored in registers and
memory, used for the execution of a series of instructions (i.e., processor
context, state).
Process context: The minimal collection of values stored in registers and
memory, used for the execution of a thread (i.e., thread context, but now
also at least MMU register values).

3 / 47
Processes: Threads Introduction to threads

Context switching

Observations
1 Threads share the same address space. Thread context switching can be
done entirely independent of the operating system.
2 Process switching is generally (somewhat) more expensive as it involves
getting the OS in the loop, i.e., trapping to the kernel.
3 Creating and destroying threads is much cheaper than doing so for
processes.

4 / 47
Processes: Threads Introduction to threads

Why use threads

Some simple reasons


Avoid needless blocking: a single-threaded process will block when doing
I/O; in a multi-threaded process, the operating system can switch the CPU
to another thread in that process.
Exploit parallelism: the threads in a multi-threaded process can be
scheduled to run in parallel on a multiprocessor or multicore processor.
Avoid process switching: structure large applications not as a collection of
processes, but through multiple threads.

Thread usage in nondistributed systems 5 / 47


Processes: Threads Introduction to threads

Avoid process switching


Avoid expensive context switching

Process A Process B

S1: Switch from user space


to kernel space
S3: Switch from kernel
space to user space

Operating system

S2: Switch context from


process A to process B

Trade-offs
Threads use the same address space: more prone to errors
No support from OS/HW to protect threads using each other’s memory
Thread context switching may be faster than process context switching
Thread usage in nondistributed systems 6 / 47
Processes: Threads Introduction to threads

The cost of a context switch

Consider a simple clock-interrupt handler


direct costs: actual switch and executing code of the handler
indirect costs: other costs, notably caused by messing up the cache

What a context switch may cause: indirect costs

MRU
A D

B A (a) before the context switch


C B A (b) after the context switch
D C B (c) after accessing block D .
LRU

(a) (b) (c)

Thread usage in nondistributed systems 7 / 47


Processes: Threads Introduction to threads

Threads and operating systems

Main issue
Should an OS kernel provide threads, or should they be implemented as
user-level packages?

User-space solution
All operations can be completely handled within a single process ⇒
implementations can be extremely efficient.
All services provided by the kernel are done on behalf of the process in
which a thread resides ⇒ if the kernel decides to block a thread, the
entire process will be blocked.
Threads are used when there are lots of external events: threads block on
a per-event basis ⇒ if the kernel can’t distinguish threads, how can it
support signaling events to them?

Thread implementation 8 / 47
Processes: Threads Introduction to threads

Threads and operating systems

Kernel solution
The whole idea is to have the kernel contain the implementation of a thread
package. This means that all operations return as system calls:
Operations that block a thread are no longer a problem: the kernel
schedules another available thread within the same process.
handling external events is simple: the kernel (which catches all events)
schedules the thread associated with the event.
The problem is (or used to be) the loss of efficiency due to the fact that
each thread operation requires a trap to the kernel.

Conclusion – but
Try to mix user-level and kernel-level threads into a single concept, however,
performance gain has not turned out to outweigh the increased complexity.

Thread implementation 9 / 47
Processes: Threads Introduction to threads

Lightweight processes

Basic idea
Introduce a two-level threading approach: lightweight processes that can
execute user-level threads.

Thread state

User space
Thread

Lightweight process
Kernel space

LWP executing a thread

Thread implementation 10 / 47
Processes: Threads Introduction to threads

Lightweight processes

Principle operation

Thread implementation 11 / 47
Processes: Threads Introduction to threads

Lightweight processes

Principle operation
User-level thread does system call ⇒ the LWP that is executing that
thread, blocks. The thread remains bound to the LWP.

Thread implementation 11 / 47
Processes: Threads Introduction to threads

Lightweight processes

Principle operation
User-level thread does system call ⇒ the LWP that is executing that
thread, blocks. The thread remains bound to the LWP.
The kernel can schedule another LWP having a runnable thread bound to
it. Note: this thread can switch to any other runnable thread currently in
user space.

Thread implementation 11 / 47
Processes: Threads Introduction to threads

Lightweight processes

Principle operation
User-level thread does system call ⇒ the LWP that is executing that
thread, blocks. The thread remains bound to the LWP.
The kernel can schedule another LWP having a runnable thread bound to
it. Note: this thread can switch to any other runnable thread currently in
user space.
A thread calls a blocking user-level operation ⇒ do context switch to a
runnable thread, (then bound to the same LWP).

Thread implementation 11 / 47
Processes: Threads Introduction to threads

Lightweight processes

Principle operation
User-level thread does system call ⇒ the LWP that is executing that
thread, blocks. The thread remains bound to the LWP.
The kernel can schedule another LWP having a runnable thread bound to
it. Note: this thread can switch to any other runnable thread currently in
user space.
A thread calls a blocking user-level operation ⇒ do context switch to a
runnable thread, (then bound to the same LWP).
When there are no threads to schedule, an LWP may remain idle, and
may even be removed (destroyed) by the kernel.

Thread implementation 11 / 47
Processes: Threads Introduction to threads

Lightweight processes

Principle operation
User-level thread does system call ⇒ the LWP that is executing that
thread, blocks. The thread remains bound to the LWP.
The kernel can schedule another LWP having a runnable thread bound to
it. Note: this thread can switch to any other runnable thread currently in
user space.
A thread calls a blocking user-level operation ⇒ do context switch to a
runnable thread, (then bound to the same LWP).
When there are no threads to schedule, an LWP may remain idle, and
may even be removed (destroyed) by the kernel.

Note
This concept has been virtually abandoned – it’s just either user-level or
kernel-level threads.

Thread implementation 11 / 47
Processes: Threads Threads in distributed systems

Using threads at the client side

Multithreaded web client


Hiding network latencies:
Web browser scans an incoming HTML page, and finds that more files
need to be fetched.
Each file is fetched by a separate thread, each doing a (blocking) HTTP
request.
As files come in, the browser displays them.

Multiple request-response calls to other machines (RPC)


A client does several calls at the same time, each one by a different
thread.
It then waits until all results have been returned.
Note: if calls are to different servers, we may have a linear speed-up.

Multithreaded clients 12 / 47
Processes: Threads Threads in distributed systems

Multithreaded clients: does it help?

Thread-level parallelism: TLP


Let ci denote the fraction of time that exactly i threads are being executed
simultaneously.
∑N i · ci
TLP = i =1
1 − c0
with N the maximum number of threads that (can) execute at the same time.

Multithreaded clients 13 / 47
Processes: Threads Threads in distributed systems

Multithreaded clients: does it help?

Thread-level parallelism: TLP


Let ci denote the fraction of time that exactly i threads are being executed
simultaneously.
∑N i · ci
TLP = i =1
1 − c0
with N the maximum number of threads that (can) execute at the same time.

Practical measurements
A typical Web browser has a TLP value between 1.5 and 2.5 ⇒ threads are
primarily used for logically organizing browsers.

Multithreaded clients 13 / 47
Processes: Threads Threads in distributed systems

Using threads at the server side

Improve performance
Starting a thread is cheaper than starting a new process.
Having a single-threaded server prohibits simple scale-up to a
multiprocessor system.
As with clients: hide network latency by reacting to next request while
previous one is being replied.

Better structure
Most servers have high I/O demands. Using simple, well-understood
blocking calls simplifies the overall structure.
Multithreaded programs tend to be smaller and easier to understand due
to simplified flow of control.

Multithreaded servers 14 / 47
Processes: Threads Threads in distributed systems

Why multithreading is popular: organization


Dispatcher/worker model
Request dispatched
Dispatcher thread to a worker thread Server

Worker thread

Request coming in
from the network
Operating system

Overview
Model Characteristics
Multithreading Parallelism, blocking system calls
Single-threaded process No parallelism, blocking system calls
Finite-state machine Parallelism, nonblocking system calls
Multithreaded servers 15 / 47
Processes: Virtualization Principle of virtualization

Virtualization
Observation
Virtualization is important:
Hardware changes faster than software
Ease of portability and code migration
Isolation of failing or attacked components

Principle: mimicking interfaces

Program

Interface A

Program Implementation of
mimicking A on B

Interface A Interface B

Hardware/software system A Hardware/software system B

16 / 47
Processes: Virtualization Principle of virtualization

Mimicking interfaces

Four types of interfaces at three different levels


1 Instruction set architecture: the set of machine instructions, with two
subsets:
Privileged instructions: allowed to be executed only by the operating
system.
General instructions: can be executed by any program.
2 System calls as offered by an operating system.
3 Library calls, known as an application programming interface (API)

Types of virtualization 17 / 47
Processes: Virtualization Principle of virtualization

Ways of virtualization
(a) Process VM, (b) Native VMM, (c) Hosted VMM
Application/Libraries

Application/Libraries Application/Libraries Operating system

Runtime system Operating system Virtual machine monitor

Operating system Virtual machine monitor Operating system

Hardware Hardware Hardware

(a) (b) (c)

Differences
(a) Separate set of instructions, an interpreter/emulator, running atop an OS.
(b) Low-level instructions, along with bare-bones minimal operating system
(c) Low-level instructions, but delegating most work to a full-fledged OS.

Types of virtualization 18 / 47
Processes: Virtualization Principle of virtualization

Zooming into VMs: performance


Refining the organization
Application/Libraries

Guest operating system Privileged instruction: if and only if


executed in user mode, it causes
Virtual machine monitor
a trap to the operating system
Privileged Host operating system Nonpriviliged
General instruction: the rest
instructions instructions
Hardware

Special instructions
Control-sensitive instruction: may affect configuration of a machine (e.g.,
one affecting relocation register or interrupt table).
Behavior-sensitive instruction: effect is partially determined by context
(e.g., POPF sets an interrupt-enabled flag, but only in system mode).

Types of virtualization 19 / 47
Processes: Virtualization Principle of virtualization

Condition for virtualization


Necessary condition
For any conventional computer, a virtual machine monitor may be constructed
if the set of sensitive instructions for that computer is a subset of the set of
privileged instructions.

Problem: condition is not always satisfied


There may be sensitive instructions that are executed in user mode without
causing a trap to the operating system.

Solutions
Emulate all instructions
Wrap nonprivileged sensitive instructions to divert control to VMM
Paravirtualization: modify guest OS, either by preventing nonprivileged
sensitive instructions, or making them nonsensitive (i.e., changing the
context).
Types of virtualization 20 / 47
Processes: Virtualization Application of virtual machines to distributed systems

VMs and cloud computing

Three types of cloud services


Infrastructure-as-a-Service covering the basic infrastructure
Platform-as-a-Service covering system-level services
Software-as-a-Service containing actual applications

IaaS
Instead of renting out a physical machine, a cloud provider will rent out a VM
(or VMM) that may possibly be sharing a physical machine with other
customers ⇒ almost complete isolation between customers (although
performance isolation may not be reached).

21 / 47
Processes: Clients Networked user interfaces

Client-server interaction

Distinguish application-level and middleware-level solutions


Client machine Server machine Client machine Server machine

Application Application Application Application


Application- Application-
specific independent
Middleware protocol Middleware Middleware protocol Middleware
Local OS Local OS Local OS Local OS

Network Network

22 / 47
Processes: Clients Networked user interfaces

Example: The X Window system

Basic organization
Application server Application server User's terminal

Window Application Xlib interface


manager

Xlib Xlib

Local OS Local OS X protocol

X kernel
Device drivers

Terminal (includes display


keyboard, mouse, etc.)

Example: The X window system 23 / 47


Processes: Clients Networked user interfaces

Example: The X Window system

Basic organization
Application server Application server User's terminal

Window Application Xlib interface


manager

Xlib Xlib

Local OS Local OS X protocol

X kernel
Device drivers

Terminal (includes display


keyboard, mouse, etc.)

X client and server


The application acts as a client to the X-kernel, the latter running as a server
on the client’s machine.

Example: The X window system 23 / 47


Processes: Clients Networked user interfaces

Improving X

Practical observations
There is often no clear separation between application logic and
user-interface commands
Applications tend to operate in a tightly synchronous manner with an X
kernel

Alternative approaches
Let applications control the display completely, up to the pixel level (e.g.,
VNC)
Provide only a few high-level display operations (dependent on local video
drivers), allowing more efficient display operations.

Thin-client network computing 24 / 47


Processes: Clients Client-side software for distribution transparency

Client-side software

Generally tailored for distribution transparency


Access transparency: client-side stubs for RPCs
Location/migration transparency: let client-side software keep track of
actual location
Replication transparency: multiple invocations handled by client stub:
Client machine Server 1 Server 2 Server 3

Client Server Server Server


appl appl appl appl

Client side handles


request replication
Replicated request

Failure transparency: can often be placed only at client (we’re trying to


mask server and communication failures).

25 / 47
Processes: Servers General design issues

Servers: General organization

Basic model
A process implementing a specific service on behalf of a collection of clients. It
waits for an incoming request from a client and subsequently ensures that the
request is taken care of, after which it waits for the next incoming request.

26 / 47
Processes: Servers General design issues

Concurrent servers

Two basic types


Iterative server: Server handles the request before attending a next
request.
Concurrent server: Uses a dispatcher, which picks up an incoming
request that is then passed on to a separate thread/process.

Observation
Concurrent servers are the norm: they can easily handle multiple requests,
notably in the presence of blocking operations (to disks or other servers).

Concurrent versus iterative servers 27 / 47


Processes: Servers General design issues

Contacting a server

Observation: most services are tied to a specific port


ftp-data 20 File Transfer [Default Data]
ftp 21 File Transfer [Control]
telnet 23 Telnet
smtp 25 Simple Mail Transfer
www 80 Web (HTTP)

Dynamically assigning an end point


Server machine Server machine
2. Request 2. Continue
Register Specific
Client machine service Server Client machine service
end point server
Client Client
Super- Create server
1. Ask for Daemon 1. Request server and hand off
end point End-point service request
table

Contacting a server: end points 28 / 47


Processes: Servers General design issues

Out-of-band communication

Issue
Is it possible to interrupt a server once it has accepted (or is in the process of
accepting) a service request?

Interrupting a server 29 / 47
Processes: Servers General design issues

Out-of-band communication

Issue
Is it possible to interrupt a server once it has accepted (or is in the process of
accepting) a service request?

Solution 1: Use a separate port for urgent data


Server has a separate thread/process for urgent messages
Urgent message comes in ⇒ associated request is put on hold
Note: we require OS supports priority-based scheduling

Interrupting a server 29 / 47
Processes: Servers General design issues

Out-of-band communication

Issue
Is it possible to interrupt a server once it has accepted (or is in the process of
accepting) a service request?

Solution 1: Use a separate port for urgent data


Server has a separate thread/process for urgent messages
Urgent message comes in ⇒ associated request is put on hold
Note: we require OS supports priority-based scheduling

Solution 2: Use facilities of the transport layer


Example: TCP allows for urgent messages in same connection
Urgent messages can be caught using OS signaling techniques

Interrupting a server 29 / 47
Processes: Servers General design issues

Servers and state


Stateless servers
Never keep accurate information about the status of a client after having
handled a request:
Don’t record whether a file has been opened (simply close it again after
access)
Don’t promise to invalidate a client’s cache
Don’t keep track of your clients

Stateless versus stateful servers 30 / 47


Processes: Servers General design issues

Servers and state


Stateless servers
Never keep accurate information about the status of a client after having
handled a request:
Don’t record whether a file has been opened (simply close it again after
access)
Don’t promise to invalidate a client’s cache
Don’t keep track of your clients

Consequences
Clients and servers are completely independent
State inconsistencies due to client or server crashes are reduced
Possible loss of performance because, e.g., a server cannot anticipate
client behavior (think of prefetching file blocks)

Stateless versus stateful servers 30 / 47


Processes: Servers General design issues

Servers and state


Stateless servers
Never keep accurate information about the status of a client after having
handled a request:
Don’t record whether a file has been opened (simply close it again after
access)
Don’t promise to invalidate a client’s cache
Don’t keep track of your clients

Consequences
Clients and servers are completely independent
State inconsistencies due to client or server crashes are reduced
Possible loss of performance because, e.g., a server cannot anticipate
client behavior (think of prefetching file blocks)

Question
Does connection-oriented communication fit into a stateless design?
Stateless versus stateful servers 30 / 47
Processes: Servers General design issues

Servers and state

Stateful servers
Keeps track of the status of its clients:
Record that a file has been opened, so that prefetching can be done
Knows which data a client has cached, and allows clients to keep local
copies of shared data

Stateless versus stateful servers 31 / 47


Processes: Servers General design issues

Servers and state

Stateful servers
Keeps track of the status of its clients:
Record that a file has been opened, so that prefetching can be done
Knows which data a client has cached, and allows clients to keep local
copies of shared data

Observation
The performance of stateful servers can be extremely high, provided clients
are allowed to keep local copies. As it turns out, reliability is often not a major
problem.

Stateless versus stateful servers 31 / 47


Processes: Servers Server clusters

Three different tiers

Common organization
Logical switch Application/compute servers Distributed
(possibly multiple) file/database
system

Dispatched
request
Client requests

First tier Second tier Third tier

Crucial element
The first tier is generally responsible for passing requests to an appropriate
server: request dispatching

Local-area clusters 32 / 47
Processes: Servers Server clusters

Request Handling

Observation
Having the first tier handle all communication from/to the cluster may lead to a
bottleneck.

A solution: TCP handoff


Logically a
single TCP Response
Server
connection

Request
Request (handed off)
Client Switch

Server

Local-area clusters 33 / 47
Processes: Servers Server clusters

Server clusters
The front end may easily get overloaded: special measures may be needed
Transport-layer switching: Front end simply passes the TCP request to
one of the servers, taking some performance metric into account.
Content-aware distribution: Front end reads the content of the request
and then selects the best server.

Combining two solutions


6. Server responses
Application
5. Forward server 3. Hand off
other TCP connection
messages Distributor

Other messages
Dis-
Client Switch 4. Inform patcher
Setup request switch
1. Pass setup request Distributor 2. Dispatcher selects
to a distributor server
Application
server

Local-area clusters 34 / 47
Processes: Servers Server clusters

When servers are spread across the Internet


Observation
Spreading servers across the Internet may introduce administrative problems.
These can be largely circumvented by using data centers from a single cloud
provider.

Request dispatching: if locality is important


Common approach: use DNS:
1 Client looks up specific service through DNS - client’s IP address is part
of request
2 DNS server keeps track of replica servers for the requested service, and
returns address of most local server.

Client transparency
To keep client unaware of distribution, let DNS resolver act on behalf of client.
Problem is that the resolver may actually be far from local to the actual client.

Wide-area clusters 35 / 47
Processes: Servers Server clusters

Distributed servers with stable IPv6 address(es)

Transparency through Mobile IP


Believes server Client 1 Knows that Client 1 Distributed server X
has address HA believes it is X
Server 1
Believes it is APP
connected to X Access point
TCP
with address CA1
Believes location MIPv6
of X is CA1
IP
Internet

Believes server Client 2 Server 2


has address HA
Believes it is APP
connected to X TCP
Access point
Believes location MIPv6 with address CA2
of X is CA2 IP
Knows that Client 2
believes it is X

Wide-area clusters 36 / 47
Processes: Servers Server clusters

Distributed servers: addressing details

Essence: Clients having MobileIPv6 can transparently set up a connection to


any peer
Client C sets up connection to IPv6 home address HA
HA is maintained by a (network-level) home agent, which hands off the
connection to a registered care-of address CA.
C can then apply route optimization by directly forwarding packets to
address CA (i.e., without the handoff through the home agent).

Wide-area clusters 37 / 47
Processes: Servers Server clusters

Distributed servers: addressing details

Essence: Clients having MobileIPv6 can transparently set up a connection to


any peer
Client C sets up connection to IPv6 home address HA
HA is maintained by a (network-level) home agent, which hands off the
connection to a registered care-of address CA.
C can then apply route optimization by directly forwarding packets to
address CA (i.e., without the handoff through the home agent).

Collaborative distributed systems


Origin server maintains a home address, but hands off connections to address
of collaborating peer ⇒ origin server and peer appear as one server.

Wide-area clusters 37 / 47
Processes: Servers Server clusters

Example: PlanetLab

Essence
Different organizations contribute machines, which they subsequently share for
various experiments.

Problem
We need to ensure that different distributed applications do not get into each
other’s way ⇒ virtualization

Case study: PlanetLab 38 / 47


Processes: Servers Server clusters

PlanetLab basic organization


Overview
User-assigned Priviliged management
virtual machines virtual machines
Process

Process

Process

Process

Process

Process

Process

Process

Process

Process
/usr

/usr

/usr

/usr

/usr
/dev

/home
/proc

/dev

/home
/proc

/dev

/home
/proc

/dev

/home
/proc

/dev

/home
/proc
Vserver Vserver Vserver Vserver Vserver

Linux enhanced operating system

Hardware

Vserver
Independent and protected environment with its own libraries, server versions,
and so on. Distributed applications are assigned a collection of vservers
distributed across multiple machines
Case study: PlanetLab 39 / 47
Processes: Servers Server clusters

PlanetLab VServers and slices


Essence
Each Vserver operates in its own environment (cf. chroot).
Linux enhancements include proper adjustment of process IDs (e.g.,
init having ID 0).
Two processes in different Vservers may have same user ID, but does not
imply the same user.

Separation leads to slices


Slice

Node

Vserver

Case study: PlanetLab 40 / 47


Processes: Code migration Reasons for migrating code

Reasons to migrate code


Load distribution
Ensuring that servers in a data center are sufficiently loaded (e.g., to
prevent waste of energy)
Minimizing communication by ensuring that computations are close to
where the data is (think of mobile computing).

Flexibility: moving code to a client when needed


2. Client and server
communicate
Client Server

1. Client fetches code


Service-specific
client-side code
Code repository

41 / 47
Processes: Code migration Reasons for migrating code

Models for code migration

Before execution After execution


Client Server Client Server

code code
CS exec exec*
resource resource

code code
REV −→ exec −→ exec*
resource resource

CS: Client-Server REV: Remote evaluation

42 / 47
Processes: Code migration Reasons for migrating code

Models for code migration

Before execution After execution


Client Server Client Server

code code
CoD exec ←− exec* ←−
resource resource

code code
MA exec −→ −→ exec*
resource resource resource resource

CoD: Code-on-demand MA: Mobile agents

43 / 47
Processes: Code migration Reasons for migrating code

Strong and weak mobility

Object components
Code segment: contains the actual code
Data segment: contains the state
Execution state: contains context of thread executing the object’s code

Weak mobility: Move only code and data segment (and reboot execution)
Relatively simple, especially if code is portable
Distinguish code shipping (push) from code fetching (pull)

Strong mobility: Move component, including execution state


Migration: move entire object from one machine to the other
Cloning: start a clone, and set it in the same execution state.

44 / 47
Processes: Code migration Migration in heterogeneous systems

Migration in heterogeneous systems

Main problem
The target machine may not be suitable to execute the migrated code
The definition of process/thread/processor context is highly dependent on
local hardware, operating system and runtime system

Only solution: abstract machine implemented on different platforms


Interpreted languages, effectively having their own VM
Virtual machine monitors

45 / 47
Processes: Code migration Migration in heterogeneous systems

Migrating a virtual machine

Migrating images: three alternatives


1 Pushing memory pages to the new machine and resending the ones that
are later modified during the migration process.
2 Stopping the current virtual machine; migrate memory, and start the new
virtual machine.
3 Letting the new virtual machine pull in new pages as needed: processes
start on the new virtual machine immediately and copy memory pages on
demand.

46 / 47
Processes: Code migration Migration in heterogeneous systems

Performance of migrating virtual machines

Problem
A complete migration may actually take tens of seconds. We also need to
realize that during the migration, a service will be completely unavailable for
multiple seconds.

Measurements regarding response times during VM migration


Migration

Downtime
Response time

Time

47 / 47

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