dequeue_entity(struct cfs_rq *cfs_rq, struct sched_entity *se, int flags)
{
	/*
	 * Update run-time statistics of the 'current'.
	 */
	update_curr(cfs_rq);

	/*
	 * When dequeuing a sched_entity, we must:
	 *   - Update loads to have both entity and cfs_rq synced with now.
	 *   - Subtract its load from the cfs_rq->runnable_avg.
	 *   - Subtract its previous weight from cfs_rq->load.weight.
	 *   - For group entity, update its weight to reflect the new share
	 *     of its group cfs_rq.
	 */
	update_load_avg(cfs_rq, se, UPDATE_TG);
	dequeue_runnable_load_avg(cfs_rq, se);

	update_stats_dequeue(cfs_rq, se, flags);

	clear_buddies(cfs_rq, se);

	if (se != cfs_rq->curr)
		__dequeue_entity(cfs_rq, se);
	se->on_rq = 0;
	account_entity_dequeue(cfs_rq, se);

	/*
	 * Normalize after update_curr(); which will also have moved
	 * min_vruntime if @se is the one holding it back. But before doing
	 * update_min_vruntime() again, which will discount @se's position and
	 * can move min_vruntime forward still more.
	 */
	if (!(flags & DEQUEUE_SLEEP))
		se->vruntime -= cfs_rq->min_vruntime;

	/* return excess runtime on last dequeue */
	return_cfs_rq_runtime(cfs_rq);

	update_cfs_group(se);

	/*
	 * Now advance min_vruntime if @se was the entity holding it back,
	 * except when: DEQUEUE_SAVE && !DEQUEUE_MOVE, in this case we'll be
	 * put back on, and if we advance min_vruntime, we'll be placed back
	 * further than we started -- ie. we'll be penalized.
	 */
	if ((flags & (DEQUEUE_SAVE | DEQUEUE_MOVE)) != DEQUEUE_SAVE)
		update_min_vruntime(cfs_rq);
}

The product does not properly control the allocation and maintenance of a limited resource, thereby enabling an actor to influence the amount of resources consumed, eventually leading to the exhaustion of available resources.