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Next: Conclusions Up: BATCHING: A Design Pattern Previous: Related patterns

Known uses

Our experience with BATCHING started when we noticed that a single piece of design had been used to build systems we already knew well. Then we tried to abstract the core of those systems, extracting the pattern. Once we identified the pattern, we tried to find some new systems where it could be applied to obtain some benefit. We did so [1] and obtained substantial performance improvements.

For us, this pattern has been a process where we first learned some ``theory'' from existing systems and then applied what we had learned back to ``practice.'' In this section we show how existing systems match the pattern described in the previous sections--hopefully, this will allow a better understanding of the pattern, as happened in our case. We also include a brief overview of the two systems where we applied the pattern ourselves with a priori knowledge of the pattern.

Note that the BATCHING design allows a single implementation of the pattern to handle some of the various applications described below. As the server is specified every time a Program runs, the same piece of code could perfectly handle most of the applications shown below. Nevertheless, existing systems, built without a priori knowledge of the pattern hardly share the common code needed to implement applications described below (e.g. gather/scatter is always implemented separately from message batching facilities, when both are provided.)

Operating System extensions
by code downloading into the kernel (like in SPIN [4] and $\mu$Choices [9]) can be considered to be an instance of this pattern. These systems use code downloading as the means to extend system functionality. The mechanism employed is based on defining new programs, which are expressed in terms of existing services. In this case the Program is the extension performed; the set of ConcreteControlStructures depends on the extension language; and the run method is implemented either by delegation to the extension interpreter or by the native processor (when binary code can be downloaded into the system.)
An agent is a program sent to a different domain, which usually moves from one domain to another [12]. The aim is to avoid multiple domain crossings (or network messages) and also to allow disconnection from the agent home environment. Programs built using BATCHING are meant to stay at the server until termination, and they possess no go9 statement. However, BATCHING already includes most of the machinery needed to implement an agent system. A go statement could be provided by the command language itself.
Gather/Scatter I/O.
Gather/Scatter input/output is yet another example where this pattern appears. In gather/scatter I/O a list of input or output descriptors is sent to an I/O device in a single operation. Each descriptor specifies a piece of data going to (or coming from) the device. Data written is gathered from separate output buffers. Data read is scattered to separate input buffers. Its major goal is to save data copies. In this case, the program is just the descriptor list, where each descriptor can be supported by a Command. The program run method iterates through the descriptor (i.e., command) list and performs the requested I/O operations. The services (i.e., commands) are simply Read and Write. Note how by considering this pattern, gather/scatter I/O could be generalized so that the I/O device involved does not need to be the same for all descriptors sent by the user. Moreover, separate Read and Write operations could be bundled in a single one.
Message batching.
Grouping a sequence of messages into a single low-level protocol data unit is yet another instance of the pattern. In this case the run method (i.e. the interpreter) is the packet disassembler. A program is a bunch of packets bundled together. Each packet, or each packet header, is a command which is interpreted by the packet disassembler. This is the BATCHING application which more closely resembles COMPOSEDCOMMAND [16].

Deferred calls.
Can be used to support disconnected operation. Clients build programs while they perform operations on non-reachable servers--whenever they are in a disconnected state. Upon reconnection, each program is finally submitted to the target domain for interpretation. Note that several clients might add code to a single program to be sent to the server later on. Each operation is a Command, the list of operations sent to a server is a Program. The interpreter could be either:
the piece of code sending each command in turn when it is reconnected, or
an actual Program interpreter in the server domain, accepting just a list of commands (a program)--to save some network traffic.

Futures or Promises [10] can be used to allow users to synchronize with server responses.

Improving latency in Operating Systems.
Many user programs happen to exhibit very simple system call patterns. That is an opportunity for using BATCHING to save domain crossings and, therefore, execution time. As a matter of fact, we have done so by instantiating BATCHING for two systems, Linux and Off++ [2]. In both systems, we obtained around 25% speedups for a cat program written with BATCHING [1]. We implemented two new domain-specific languages (i.e., ControlStructures and Command sets) that allowed users to bundle separate calls into a single one, like in the cat example of section 1. The first language we implemented was based on byte-codes. We included just those commands needed to code loops, conditional branches, and simple arithmetic. This language was used both on Linux and Off++. The second language we implemented was a high-level one, designed specifically for Off++. It includes just the commands needed to Repeat a given operation n times and to perform a Sequence of operations.

Heterogeneous resource allocation.
Most operating systems are structured as a set of resource unit providers; separate servers provide resource unit allocation for different resources. In these systems, users issue multiple requests at a time. BATCHING can be used to request allocation of multiple heterogenous resources in a single call. Off++ is a system modeled as a set of hardware resource unit providers, it uses BATCHING to improve the performance of its applications [1].
Transaction processing.
A transaction is a set of operations executed atomically in isolation [6]. A given transaction can either terminate normally, by committing, or abnormally, by aborting. Should a transaction abort, its effects must be undone; otherwise (i.e. when it commits), its results should be made permanent.

Commitment typically involves multiple disk writes for different data items. Writes must follow a carefully chosen order to preserve persistence of results, even when failures occur. One of the strategies uses a redo algorithm [3]. Such algorithm does not modify the persistent data until commitment: it works on a volatile copy of the data until the transaction commits. At commit time, a sequence of redo records is written into a disk log, followed by a commit record. Redo records contain new values for objects changed by the transaction. Finally, persistent state for objects involved is updated. If the system fails before the write of commit record, the transaction is aborted and their redo records are ignored. If the system fails after writing the commit record, redo records are replayed. BATCHING can be used both to implement commit and for crash recovery. Performance of transactional distributed object systems (e.g. Arjuna [15]) could be improved due to the reduced number of domain crossings.

next up previous
Next: Conclusions Up: BATCHING: A Design Pattern Previous: Related patterns
Francisco J Ballesteros