html5-img
1 / 11

Computer Science 210 Computer Organization

Computer Science 210 Computer Organization. More on Assembler. Human-Readable Machine Language. Computers like 1s and 0s: 0001001001100001 People like symbols: ADD R1, R1, #1 ; Increment R1 The assembler makes this happen!. Example: diff = first - second. ;; Author: Ken Lambert

chace
Download Presentation

Computer Science 210 Computer Organization

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Computer Science 210Computer Organization More on Assembler

  2. Human-Readable Machine Language Computers like 1s and 0s: 0001001001100001 People like symbols: ADD R1, R1, #1 ; Increment R1 The assembler makes this happen!

  3. Example: diff = first - second ;; Author: Ken Lambert ;; This program subtracts the number in the variable SECOND from FIRST ;; and stores the result in DIFF ;; Pseudocode design: ; diff = first - second .ORIG x3000 ;; Register usage: ; R0 = first ; R1 = second ; R2 = diff ; Program code LD R0, FIRST LD R1, SECOND NOT R1, R1 ADD R1, R1, #1 ADD R2, R0, R1 ST R2, DIFF HALT ; Data variables FIRST .BLKW 1 SECOND .BLKW 1 DIFF .BLKW 1 .END

  4. The Assembly Process Convert the program in the source (.asm) file to an executable file (.obj) for the LC3 simulator • First pass: • Scan program file • Find all labels and calculate their addresses, creating a symbol table • Second pass: • Convert instructions to machine language, using the symbol table

  5. First Pass: Construct the Symbol Table • Find the .ORIG statement,which tells us the address of the first instruction. • Initialize location counter (LC), which keeps track of thecurrent instruction. • For each non-empty line in the program: • If line begins with label, add label and LC to symbol table. • Increment LC. • NOTE: If statement is .BLKW or .STRINGZ,increment LC by the number of words allocated. • Stop when .END statement is reached. • NOTE: A line that contains only a comment is considered an empty line.

  6. Example Symbol Table

  7. Second Pass: Generate Machine Code • For each executable assembly language statement,generate the corresponding machine language instruction • If operand is a label,look up the address from the symbol table • Potential errors to detect and flag: • Improper number or type of arguments • ex: NOT R1,#7 ADD R1,R2 ADD R3,R3,NUMBER • Immediate argument too large • ex: ADD R1,R2,#1023 • Address (associated with label) more than 256 from instruction; can’t use PC-relative addressing mode

  8. Object File Format • An LC-3 object file contains • Starting address (location where program must be loaded),followed by… • Machine language instructions

  9. Multiple Object Files • An object file is not necessarily a complete program. • system-provided library routines • code blocks written by multiple developers • For LC-3 simulator, we can load multiple object files into memory, then start executing at a desired address. • system routines, such as keyboard input, are loaded automatically loaded into “system memory,” below x3000 • user code should be loaded between x3000 and xFDFF • each object file includes a starting address • be careful not to load overlapping object files • In LC3, first file contains the program • Remaining files contain data (run lc3convert –b16 or –b2)

  10. The Loader • Loading is the process of copying an executable imageinto memory • more sophisticated loaders are able to relocate imagesto fit into available memory • must readjust branch targets, load/store addresses

  11. The Linker • Linking is the process of resolving symbols betweenindependent object files • suppose we define a symbol in one module,and want to use it in another • some notation, such as .EXTERNAL, is used to tell assembler that a symbol is defined in another module • linker will search symbol tables of other modules to resolve symbols and complete code generation before loading

More Related