feat: Implement initial Process Scheduling Simulator application with core logic, algorithms, UI components, and project setup.
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import type {
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Process,
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ProcessRuntime,
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SchedulerConfig,
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SimTick,
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StateLabel,
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} from "./types";
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import { algorithms } from "./algorithms/index";
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import type { SchedulerAlgorithm } from "./algorithms/index";
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// ============================================================
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// SimulationEngine
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// ============================================================
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export class SimulationEngine {
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private readonly _processes: Process[];
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private readonly _config: SchedulerConfig;
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private readonly _algorithm: SchedulerAlgorithm;
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private _tick: number; // starts at -1; incremented at top of step()
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private _runtimes: Map<string, ProcessRuntime>;
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private _cpuProcess: ProcessRuntime | null;
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private _readyQueue: ProcessRuntime[]; // ordered array (FIFO for RR)
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private _ioQueue: ProcessRuntime[];
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private _contextSwitchRemaining: number;
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private _prevCpuProcessId: string | null; // track context switch detection
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constructor(processes: Process[], config: SchedulerConfig) {
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if (processes.length === 0) throw new Error("At least one process required");
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this._processes = processes;
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this._config = config;
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this._algorithm = algorithms[config.algorithm];
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this._tick = -1;
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this._cpuProcess = null;
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this._readyQueue = [];
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this._ioQueue = [];
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this._contextSwitchRemaining = 0;
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this._prevCpuProcessId = null;
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this._runtimes = new Map(processes.map((p) => [p.id, initRuntime(p, config)]));
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}
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// ----------------------------------------------------------
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// Public API
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// ----------------------------------------------------------
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/** Advance one tick; return snapshot of that tick. */
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step(): SimTick {
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if (this.isFinished) throw new Error("Simulation is already finished");
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this._tick++;
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// 1. Arrivals
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for (const p of this._processes) {
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const rt = this._runtimes.get(p.id)!;
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if (p.arrivalTime === this._tick && rt.state === "New") {
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this._transition(rt, "Ready");
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this._readyQueue.push(rt);
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}
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}
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// 2. Preemption & Quantum Check (from previous tick's state)
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if (this._cpuProcess !== null && this._readyQueue.length > 0) {
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const candidate = this._algorithm.select(this._readyQueue, this._config);
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if (
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candidate !== null &&
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this._algorithm.shouldPreempt(this._cpuProcess, candidate, this._config)
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) {
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const cpu = this._cpuProcess;
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this._transition(cpu, "Ready");
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this._readyQueue.push(cpu);
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this._cpuProcess = null;
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}
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}
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// 3. Dispatch / Context Switch
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if (this._contextSwitchRemaining > 0) {
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// Doing context switch this tick
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// We don't dispatch.
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} else {
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if (this._cpuProcess === null && this._readyQueue.length > 0) {
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const next = this._algorithm.select(this._readyQueue, this._config);
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if (next !== null) {
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const idx = this._readyQueue.indexOf(next);
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if (idx !== -1) this._readyQueue.splice(idx, 1);
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if (
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this._config.contextSwitchTime > 0 &&
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this._prevCpuProcessId !== null &&
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this._prevCpuProcessId !== next.processId
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) {
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this._readyQueue.unshift(next);
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this._contextSwitchRemaining = this._config.contextSwitchTime;
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this._prevCpuProcessId = next.processId;
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} else {
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if (next.startTick === null) next.startTick = this._tick;
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next.quantumRemaining = this._config.quantum;
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this._transition(next, "Running");
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this._prevCpuProcessId = next.processId;
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this._cpuProcess = next;
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}
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}
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}
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}
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// 4. Take Snapshot representing what happens DURING this tick
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const snapshot = this._snapshot();
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// 5. Passage of Time (Simulate execution for 1 tick)
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if (this._contextSwitchRemaining > 0) {
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this._contextSwitchRemaining--;
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}
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if (this._cpuProcess !== null) {
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const cpu = this._cpuProcess;
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cpu.remainingBurst--;
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cpu.cpuTime++;
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cpu.quantumRemaining--;
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}
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for (const rt of this._ioQueue) {
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rt.remainingBurst--;
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rt.ioTime++;
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}
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for (const rt of this._readyQueue) {
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rt.waitingTime++;
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}
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// 6. Aging (Priority)
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if (
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this._config.agingEnabled &&
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this._tick > 0 &&
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this._tick % this._config.agingInterval === 0
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) {
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for (const rt of this._readyQueue) {
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rt.currentPriority = Math.max(1, rt.currentPriority - 1);
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}
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}
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// 7. Process completions / transition to next state for NEXT tick
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if (this._cpuProcess !== null) {
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const cpu = this._cpuProcess;
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if (cpu.remainingBurst === 0) {
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this._advanceBurst(cpu);
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const process = this._processes.find((p) => p.id === cpu.processId)!;
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const nextBurst = process.bursts[cpu.burstIndex];
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if (nextBurst !== undefined && nextBurst.type === "io") {
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this._transition(cpu, "Waiting");
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this._ioQueue.push(cpu);
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} else if (nextBurst !== undefined && nextBurst.type === "cpu") {
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this._transition(cpu, "Ready");
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this._readyQueue.push(cpu);
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} else {
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this._transition(cpu, "Terminated");
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cpu.finishTick = this._tick + 1;
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}
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this._cpuProcess = null;
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} else if (this._algorithm.isQuantumExpired(cpu, this._config)) {
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this._transition(cpu, "Ready");
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this._readyQueue.push(cpu);
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this._cpuProcess = null;
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}
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}
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// IO completions
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const nextIoQueue: ProcessRuntime[] = [];
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for (const rt of this._ioQueue) {
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if (rt.remainingBurst === 0) {
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this._advanceBurst(rt);
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const process = this._processes.find((p) => p.id === rt.processId)!;
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if (rt.burstIndex < process.bursts.length) {
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this._transition(rt, "Ready");
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this._readyQueue.push(rt);
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} else {
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this._transition(rt, "Terminated");
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rt.finishTick = this._tick + 1;
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}
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} else {
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nextIoQueue.push(rt);
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}
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}
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this._ioQueue = nextIoQueue;
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return snapshot;
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}
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/** Run to completion; return all tick snapshots. */
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runAll(): SimTick[] {
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const results: SimTick[] = [];
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while (!this.isFinished) {
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results.push(this.step());
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if (results.length > 10_000) {
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throw new Error("Simulation exceeded 10,000 ticks — check for infinite loop");
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}
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}
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return results;
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}
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get isFinished(): boolean {
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for (const rt of this._runtimes.values()) {
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if (rt.state !== "Terminated") return false;
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}
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return true;
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}
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get currentTick(): number {
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return this._tick;
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}
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get runtimeStates(): ProcessRuntime[] {
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return Array.from(this._runtimes.values());
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}
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// ----------------------------------------------------------
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// Private helpers
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// ----------------------------------------------------------
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private _transition(rt: ProcessRuntime, state: StateLabel): void {
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rt.state = state;
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}
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private _advanceBurst(rt: ProcessRuntime): void {
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rt.burstIndex++;
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const process = this._processes.find((p) => p.id === rt.processId)!;
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const nextBurst = process.bursts[rt.burstIndex];
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rt.remainingBurst = nextBurst !== undefined ? nextBurst.duration : 0;
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}
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private _snapshot(): SimTick {
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const states: Record<string, StateLabel> = {};
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for (const [id, rt] of this._runtimes) {
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states[id] = rt.state;
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}
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const contextSwitching = this._contextSwitchRemaining > 0;
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return {
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tick: this._tick,
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cpuProcess: contextSwitching ? null : (this._cpuProcess?.processId ?? null),
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ioProcesses: this._ioQueue.map((rt) => rt.processId),
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readyQueue: this._readyQueue.map((rt) => rt.processId),
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states,
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contextSwitching,
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};
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}
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}
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// ============================================================
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// Helper: initialise a ProcessRuntime from a Process
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// ============================================================
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function initRuntime(p: Process, config: SchedulerConfig): ProcessRuntime {
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const firstBurst = p.bursts[0];
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if (firstBurst === undefined || firstBurst.type !== "cpu") {
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throw new Error(`Process ${p.id}: first burst must be a CPU burst`);
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}
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return {
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processId: p.id,
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state: "New",
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remainingBurst: firstBurst.duration,
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burstIndex: 0,
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arrivalTick: p.arrivalTime,
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startTick: null,
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finishTick: null,
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waitingTime: 0,
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cpuTime: 0,
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ioTime: 0,
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responseTime: null,
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quantumRemaining: config.quantum,
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currentPriority: p.priority,
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};
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}
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