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  </section>
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  </section>
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  <section>
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  <section>
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    <title>Physical memory management</title>
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    <title>Physical memory management</title>
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    <section id="buddy_allocator">
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      <title>Buddy allocator</title>
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      <section>
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        <title>Overview</title>
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        <para>In buddy allocator, memory is broken down into power-of-two
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        sized naturally aligned blocks. These blocks are organized in an array
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        of lists in which list with index i contains all unallocated blocks of
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        the size <mathphrase>2<superscript>i</superscript></mathphrase>. The
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        index i is called the order of block. Should there be two adjacent
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        equally sized blocks in list <mathphrase>i</mathphrase> (i.e.
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        buddies), the buddy allocator would coalesce them and put the
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        resulting block in list <mathphrase>i + 1</mathphrase>, provided that
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        the resulting block would be naturally aligned. Similarily, when the
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        allocator is asked to allocate a block of size
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        <mathphrase>2<superscript>i</superscript></mathphrase>, it first tries
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        to satisfy the request from list with index i. If the request cannot
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        be satisfied (i.e. the list i is empty), the buddy allocator will try
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        to allocate and split larger block from list with index i + 1. Both of
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        these algorithms are recursive. The recursion ends either when there
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        are no blocks to coalesce in the former case or when there are no
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        blocks that can be split in the latter case.</para>
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        <graphic fileref="images/buddy_alloc.eps" format="EPS" />
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        <para>This approach greatly reduces external fragmentation of memory
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        and helps in allocating bigger continuous blocks of memory aligned to
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        their size. On the other hand, the buddy allocator suffers increased
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        internal fragmentation of memory and is not suitable for general
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        kernel allocations. This purpose is better addressed by the <link
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        linkend="slab">slab allocator</link>.</para>
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      </section>
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      <section>
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        <title>Implementation</title>
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        <para>The buddy allocator is, in fact, an abstract framework wich can
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        be easily specialized to serve one particular task. It knows nothing
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        about the nature of memory it helps to allocate. In order to beat the
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        lack of this knowledge, the buddy allocator exports an interface that
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        each of its clients is required to implement. When supplied an
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        implementation of this interface, the buddy allocator can use
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        specialized external functions to find buddy for a block, split and
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        coalesce blocks, manipulate block order and mark blocks busy or
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        available. For precize documentation of this interface, refer to <link
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        linkend="???">HelenOS Generic Kernel Reference Manual</link>.</para>
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        <formalpara>
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          <title>Data organization</title>
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          <para>Each entity allocable by the buddy allocator is required to
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          contain space for storing block order number and a link variable
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          used to interconnect blocks within the same order.</para>
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          <para>Whatever entities are allocated by the buddy allocator, the
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          first entity within a block is used to represent the entire block.
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          The first entity keeps the order of the whole block. Other entities
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          within the block are assigned the magic value
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          <constant>BUDDY_INNER_BLOCK</constant>. This is especially important
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          for effective identification of buddies in one-dimensional array
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      because the entity that represents a potential buddy cannot be associated
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      with <constant>BUDDY_INNER_BLOCK</constant> (i.e. if it is associated
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          with <constant>BUDDY_INNER_BLOCK</constant> then it is not a
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          buddy).</para>
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        </formalpara>
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      </section>
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    </section>
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    <section id="zones_and_frames">
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    <section id="zones_and_frames">
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      <title>Zones and frames</title>
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      <title>Zones and frames</title>
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      <para>Physical memory is divided into zones. Each zone represents
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      <para>Physical memory is divided into zones. Each zone represents
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      continuous area of physical memory frames. Allocation of frames is
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      continuous area of physical memory frames. Allocation of frames is
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      handled by the <link linkend="buddy_allocator">buddy allocator</link>
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      handled by the <link linkend="frame_allocator">frame allocator</link>
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      associated with the zone. Zone also contains information about free and
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      associated with the zone. Zone also contains information about free and
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      occupied frames and its base addresss in the memory. Some of the
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      occupied frames and its base addresss in the memory. Some of the
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      architectures (Mips, PPC) have only one zone, that covers whole physical
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      architectures (mips32, ppc32) have only one zone, that covers whole
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      memory. Other architectures (IA32) have multiple zones.</para>
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      physical memory. Other architectures (ia32) have multiple zones.</para>
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    </section>
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    </section>
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    <section id="buddy_allocator">
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    <section id="frame_allocator">
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      <title>Buddy allocator</title>
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      <title>Frame allocator</title>
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      <section>
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      <section>
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        <title>Overview</title>
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        <title>Overview</title>
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        <para>Physical memory allocation inside one <link
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        <para>Physical memory allocation inside one <link
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        linkend="zones_and_frames">memory zone</link> is being handled by
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        linkend="zones_and_frames">memory zone</link> is being handled by an
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        buddy allocation system. This approach greatly reduces possibility of
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        outer memory fragmentation and helps in allocating bigger continious
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        instance of <link linkend="buddy_allocator">buddy allocator</link>
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        blocks of physical memory aligned to their size. Problem of inner
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        memory fragmentation is being solved by <link linkend="slab">SLAB
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        allocation system.</link></para>
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        tailored to allocate blocks of physical memory frames.</para>
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        <graphic fileref="images/mm1.png" />
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        <graphic fileref="images/mm1.png" />
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        <para>Frames are grouped into bigger blocks and blocks of the size
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        <mathphrase>2<superscript>i</superscript></mathphrase> are stored in
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        the list indexed with <varname>i</varname> (so called order index). If
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        list contains 2 ajacent blocks (of a same size of cause) they can be
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        merged into the bigger one and moved into the list with higher order
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        index, thus making possible allocation of a bigger block.</para>
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      </section>
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      </section>
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      <section>
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      <section>
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        <title>Implementation</title>
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        <title>Implementation</title>
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          <mathphrase>2<superscript>i+1</superscript></mathphrase> block).
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          <mathphrase>2<superscript>i+1</superscript></mathphrase> block).
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          Technically, buddy is a odd/even block for even/odd block
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          Technically, buddy is a odd/even block for even/odd block
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          respectively. Plus we can put an extra requirement, that resulting
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          respectively. Plus we can put an extra requirement, that resulting
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          block must be aligned to its size. This requirement guarantees
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          block must be aligned to its size. This requirement guarantees
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          natural block alignment for the blocks coming out the allocation
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          natural block alignment for the blocks coming out the allocation
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          system.
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          system.</para>
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      </para>
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      <para>
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          <para>Using direct pointer arithmetics,
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          <varname>frame_t::ref_count</varname> and
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      Using direct pointer arithmetics, <varname>frame_t::ref_count</varname> and <varname>frame_t::buddy_order</varname> variables,
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          <varname>frame_t::buddy_order</varname> variables, finding buddy is
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      finding buddy is done at constant time.
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          done at constant time.</para>
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      </para>
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        </formalpara>
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        </formalpara>
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      </section>
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      </section>
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    </section>
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    </section>
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    <section id="slab">
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    <section id="slab">