Chapter 7 Assembly Language

Similar documents
Computing Layers. Chapter 7 Assembly Language

Chapter 7 Assembly Language. ACKNOWLEDGEMENT: This lecture uses slides prepared by Gregory T. Byrd, North Carolina State University

Assembly Language. University of Texas at Austin CS310H - Computer Organization Spring 2010 Don Fussell

Introduction to Computer Engineering. CS/ECE 252, Fall 2016 Prof. Guri Sohi Computer Sciences Department University of Wisconsin Madison

CS 135: Computer Architecture I

Introduction to Computer Engineering. CS/ECE 252, Spring 2017 Rahul Nayar Computer Sciences Department University of Wisconsin Madison

Syntax of LC-3 assembly: Language elements. Instructions

LC-3 Assembly Language. (Textbook Chapter 7)"

Chapter 5 - ISA. 1.The Von Neumann Model. The Stored Program Computer. Von Neumann Model. Memory

Midterm 2 Review Chapters 4-16 LC-3

Assembly Language. 7.1 Assembly Language Programming Moving Up o Level. chapter

Instruction Set Architecture

Chapter 6 Programming the LC-3

Assembly Language. 7.1 Assembly Language Programming Moving Up o Level. chapter

LC-3 Assembly Language

Chapter 9 TRAP Routines and Subroutines

Chapter 9 TRAP Routines and Subroutines

11/16/2016. Review Our Process for Programming. ECE 120: Introduction to Computing. A Typical Programming Process. Can a Computer Help Us Program?

LC-3 Instruction Set Architecture

LC-3 Instruction Set Architecture. Textbook Chapter 5

TRAPs and Subroutines. University of Texas at Austin CS310H - Computer Organization Spring 2010 Don Fussell

appendix a The LC-3 ISA A.1 Overview

System Calls. Chapter 9 TRAP Routines and Subroutines

Copyright The McGraw-Hill Companies, Inc. Permission required for reproduction or display. Computing Layers

Computing Layers. Chapter 5 The LC-3

CS/ECE 252: INTRODUCTION TO COMPUTER ENGINEERING COMPUTER SCIENCES DEPARTMENT UNIVERSITY OF WISCONSIN-MADISON

Trap Vector Table. Interrupt Vector Table. Operating System and Supervisor Stack. Available for User Programs. Device Register Addresses

ECE 206, Fall 2001: Lab 3

11/10/2016. Review the Problem to Be Solved. ECE 120: Introduction to Computing. What Shall We Keep in the Registers? Where Are the Pieces in Memory?

Chapter 5 The LC-3. ACKNOWLEDGEMENT: This lecture uses slides prepared by Gregory T. Byrd, North Carolina State University 5-2

Introduction to Computer Engineering. Chapter 5 The LC-3. Instruction Set Architecture

Subroutines & Traps. Announcements. New due date for assignment 2 5pm Wednesday, 5May

Introduction to Computer Engineering. CS/ECE 252, Spring 2017 Rahul Nayar Computer Sciences Department University of Wisconsin Madison

Chapter 10 And, Finally... The Stack. ACKNOWLEDGEMENT: This lecture uses slides prepared by Gregory T. Byrd, North Carolina State University

CIT 595 Spring System Software: Programming Tools. Assembly Process Example: First Pass. Assembly Process Example: Second Pass.

Introduction to Computer Engineering. CS/ECE 252, Fall 2016 Prof. Guri Sohi Computer Sciences Department University of Wisconsin Madison

CS/ECE 252: INTRODUCTION TO COMPUTER ENGINEERING COMPUTER SCIENCES DEPARTMENT UNIVERSITY OF WISCONSIN-MADISON

COSC121: Computer Systems: Review

COSC121: Computer Systems: Review

Chapter 9 TRAP Routines and Subroutines

CS/ECE 252: INTRODUCTION TO COMPUTER ENGINEERING UNIVERSITY OF WISCONSIN MADISON

CS/ECE 252: INTRODUCTION TO COMPUTER ENGINEERING UNIVERSITY OF WISCONSIN MADISON

LC-3 Subroutines and Traps. (Textbook Chapter 9)"

LC-3 TRAP Routines. Textbook Chapter 9

Lab 1. Warm-up : discovering the target machine, LC-3

LC-2 Programmer s Reference and User Guide

That is, we branch to JUMP_HERE, do whatever we need to do, and then branch to JUMP_BACK, which is where we started.

Register Files. Single Bus Architecture. Register Files. Single Bus Processor. Term Project: using VHDL. Accumulator based architecture

EEL 5722C Field-Programmable Gate Array Design

Introduction to Computer Engineering. CS/ECE 252, Spring 2017 Rahul Nayar Computer Sciences Department University of Wisconsin Madison

CS/ECE 252: INTRODUCTION TO COMPUTER ENGINEERING UNIVERSITY OF WISCONSIN MADISON

Department of Electrical and Computer Engineering The University of Texas at Austin

Copyright The McGraw-Hill Companies, Inc. Permission required for reproduction or display. Review Topics

ADD R3, R4, #5 LDR R3, R4, #5

CS 2461: Computer Architecture I

Problem Solving in C. Stepwise Refinement. ...but can stop refining at a higher level of abstraction. Same basic constructs. as covered in Chapter 6

Assembly: Review. Computer Science and Engineering College of Engineering The Ohio State University. Lecture 14

Introduction to Computer Engineering. CS/ECE 252, Fall 2012 Prof. Guri Sohi Computer Sciences Department University of Wisconsin Madison

Instruction Sets: Characteristics and Functions Addressing Modes

CS/ECE 252: INTRODUCTION TO COMPUTER ENGINEERING UNIVERSITY OF WISCONSIN MADISON. Instructor: Rahul Nayar TAs: Mohit Verma, Annie Lin

11/6/2016. Let s Solve a Problem. ECE 120: Introduction to Computing. Overview of Our Task. Programs are Finite State Machines

Chapter 10 And, Finally... The Stack

UNIVERSITY OF WISCONSIN MADISON

20/08/14. Computer Systems 1. Instruction Processing: FETCH. Instruction Processing: DECODE

1/30/2018. Conventions Provide Implicit Information. ECE 220: Computer Systems & Programming. Arithmetic with Trees is Unambiguous

Copyright The McGraw-Hill Companies, Inc. Permission required for reproduction or display. Computing Layers

Homework 06. Push Z Push Y Pop Y Push X Pop X Push W Push V Pop V Push U Pop U Pop W Pop Z Push T Push S

University of Illinois at Urbana-Champaign First Midterm Exam, ECE 220 Honors Section

Computer Organization CS 206 T Lec# 2: Instruction Sets

CS/ECE 252: INTRODUCTION TO COMPUTER ENGINEERING UNIVERSITY OF WISCONSIN MADISON

Implementing Functions at the Machine Level

CS/ECE 252: INTRODUCTION TO COMPUTER ENGINEERING COMPUTER SCIENCES DEPARTMENT UNIVERSITY OF WISCONSIN-MADISON

Guide to Using the Unix version of the LC-2 Simulator

The LC-3 Instruction Set Architecture. ISA Overview Operate instructions Data Movement instructions Control Instructions LC-3 data path

Address Modes effective address

CS/ECE 252: INTRODUCTION TO COMPUTER ENGINEERING UNIVERSITY OF WISCONSIN MADISON

ELEG3924 Microprocessor

Load -- read data from memory to register. Store -- write data from register to memory. Load effective address -- compute address, save in register

Memory Usage in Programs

sarm User Guide Note that a space must appear before the operation field because any word beginning in the first column is a label

Chapter 11 Introduction to Programming in C

Run time environment of a MIPS program

Writing ARM Assembly. Steven R. Bagley

COSC121: Computer Systems: Runtime Stack

Processor Status Register(PSR)

Machine code. Nils Jansen December 12, 2017

10/31/2016. The LC-3 ISA Has Three Kinds of Opcodes. ECE 120: Introduction to Computing. ADD and AND Have Two Addressing Modes

Introduction to Computer. Chapter 5 The LC-3. Instruction Set Architecture

ECE 109 Sections 602 to 605 Final exam Fall December, 2007

ELEG3923 Microprocessor Ch.2 Assembly Language Programming

Chapter 1. Computer Abstractions and Technology. Lesson 3: Understanding Performance

Intro. to Computer Architecture Homework 4 CSE 240 Autumn 2005 DUE: Mon. 10 October 2005

The Assembly Language of the Boz 5

Chapter 11 Introduction to Programming in C

Objectives. Chapter 2: Basic Elements of C++ Introduction. Objectives (cont d.) A C++ Program (cont d.) A C++ Program

MIPS (SPIM) Assembler Syntax

Chapter 2: Basic Elements of C++

Chapter 2: Basic Elements of C++ Objectives. Objectives (cont d.) A C++ Program. Introduction

Chapter 11 Introduction to Programming in C

Review Topics. Final Exam Review Slides

Transcription:

Chapter 7 Assembly Language

Computing Layers Problems Algorithms Language Instruction Set Architecture Microarchitecture Circuits Devices 2

Human-Readable Machine Language Computers like ones and zeros 0001110010000110 Humans like symbols ADD R6,R2,R6 increment index reg. Assembler is a program that turns symbols into machine instructions. ISA-specific: close correspondence between symbols and instruction set Ømnemonics for opcodes Ølabels for memory locations additional operations for allocating storage and initializing data 7-3

An Assembly Language Program Program to multiply a number by six.orig x3050 LD R1, SIX R1 has constant LD R2, NUMBER R2 has variable AND R3, R3, #0 R3 has product The inner loop AGAIN ADD R3, R3, R2 R3 += R2 ADD R1, R1, #-1 R1 is loop counter BRp AGAIN conditional branch HALT NUMBER.BLKW 1 variable SIX.FILL x0006 constant.end 4

LC-3 Assembly Language Syntax Each line of a program is one of the following: an instruction an assember directive (or pseudo-op) a comment Whitespace (between symbols) and case are ignored. Comments (beginning with ) are also ignored. An instruction has the following format: LABEL OPCODE OPERANDS COMMENTS optional mandatory 7-5

Opcodes and Operands Opcodes reserved symbols that correspond to LC-3 instructions listed in Appendix A Øex: ADD, AND, LD, LDR, Operands registers -- specified by Rn, where n is the register number numbers -- indicated by # (decimal) or x (hex) label -- symbolic name of memory location separated by comma number, order, and type correspond to instruction format Øex: ADD R1,R1,R3 ADD R1,R1,#3 LD R6,NUMBER BRz LOOP 7-6

Labels and Comments Label placed at the beginning of the line assigns a symbolic name to the address corresponding to line Øex: Comment LOOP ADD R1,R1,#-1 BRp LOOP anything after a semicolon is a comment ignored by assembler used by humans to document/understand programs tips for useful comments: Øavoid restating the obvious, as decrement R1 Øprovide additional insight, as in accumulate product in R6 Øuse comments to separate pieces of program 7-7

Assembler Directives Pseudo-operations do not refer to operations executed by program used by assembler look like instruction, but opcode starts with dot Opcode Operand Meaning.ORIG address starting address of program.end end of program.blkw n allocate n words of storage.fill n allocate one word, initialize with value n.stringz n-character string allocate n+1 locations, initialize w/characters and null terminator 7-8

Trap Codes LC-3 assembler provides pseudo-instructions for each trap code, so you don t have to remember them. Code Equivalent Description HALT TRAP x25 Halt execution and print message to console. IN TRAP x23 Print prompt on console, read (and echo) one character from keybd. Character stored in R0[7:0]. OUT TRAP x21 Write one character (in R0[7:0]) to console. GETC TRAP x20 Read one character from keyboard. Character stored in R0[7:0]. PUTS TRAP x22 Write null-terminated string to console. Address of string is in R0. 7-9

Style Guidelines Use the following style guidelines to improve the readability and understandability of your programs: 1. Provide a program header, with author s name, date, etc., and purpose of program. 2. Start labels, opcode, operands, and comments in same column for each line. (Unless entire line is a comment.) 3. Use comments to explain what each register does. 4. Give explanatory comment for most instructions. 5. Use meaningful symbolic names. Mixed upper and lower case for readability. ASCIItoBinary, InputRoutine, SaveR1 6. Provide comments between program sections. 7. Each line must fit on the page -- no wraparound or truncations. Long statements split in aesthetically pleasing manner. 7-10

Sample Program Count the occurrences of a character in a file. Remember this? Count = 0 (R2 = 0) Done? (R1?= EOT) YES Convert count to ASCII character (R0 = x30, R0 = R2 + R0) Ptr = 1st file character (R3 = M[x3012]) NO Input char from keybd (TRAP x23) YES Match? (R1?= R0) NO Print count (TRAP x21) Load char from file (R1 = M[R3]) Incr Count (R2 = R2 + 1) HALT (TRAP x25) Load next char from file (R3 = R3 + 1, R1 = M[R3]) 7-11

Char Count in Assembly Language (1 of 3) Program to count occurrences of a character in a file. Character to be input from the keyboard. Result to be displayed on the monitor. Program only works if no more than 9 occurrences are found. Initialization.ORIG x3000 AND R2, R2, #0 R2 is counter, initially 0 LD R3, PTR R3 is pointer to characters GETC R0 gets character input LDR R1, R3, #0 R1 gets first character Test character for end of file TEST ADD R4, R1, #-4 Test for EOT (ASCII x04) BRz OUTPUT If done, prepare the output 7-12

Char Count in Assembly Language (2 of 3) Test character for match. If a match, increment count. NOT R1, R1 ADD R1, R1, R0 If match, R1 = xffff NOT R1, R1 If match, R1 = x0000 BRnp GETCHAR If no match, do not increment ADD R2, R2, #1 Get next character from file. GETCHAR ADD R3, R3, #1 Point to next character. LDR R1, R3, #0 R1 gets next char to test BRnzp TEST Output the count. OUTPUT LD R0, ASCII Load the ASCII template ADD R0, R0, R2 Covert binary count to ASCII OUT HALT ASCII code in R0 is displayed. Halt machine 7-13

Char Count in Assembly Language (3 of 3) Storage for pointer and ASCII template ASCII.FILL x0030 PTR.FILL x4000.end 7-14

Assembly Process Convert assembly language file (.asm) into an executable file (.obj) for the LC-3 simulator. First Pass: scan program file find all labels and calculate the corresponding addresses this is called the symbol table Second Pass: convert instructions to machine language, using information from symbol table 7-15

First Pass: Constructing the Symbol Table 1. Find the.orig statement, which tells us the address of the first instruction. Initialize location counter (LC), which keeps track of the current instruction. 2. For each non-empty line in the program: a) If line contains a label, add label and LC to symbol table. b) Increment LC. NOTE: If statement is.blkw or.stringz, increment LC by the number of words allocated. 3. Stop when.end statement is reached. NOTE: A line that contains only a comment is considered an empty line. 7-16

Practice Construct the symbol table for the program in Figure 7.1 (Slides 7-12 through 7-14). Test Symbol x3004 Address PTR x3103 7-17

.ORIG AND x3000 R2, R2, #0 init counter LD R3, PTR R3 pointer to chars GETC LDR R0 gets char input R1, R3, #0 R1 gets first char TEST ADD R4, R1, #-4 Test for EOT BRz OUTPUT done? Test character for match, if so increment count. NOT R1, R1 ADD R1, R1, R0 If match, R1 = xffff NOT R1, R1 BRnp GETCHAR ADD R2, R2, #1 Get next character from file. GETCHAR Output the count. OUTPUT If match, R1 = x0000 No match, no increment ADD R3, R3, #1 Point to next cha. LDR R1, R3, #0 R1 gets next char BRnzp TEST LD R0, ASCII Load ASCII template ADD R0, R0, R2 Covert binary to ASCII OUT ASCII code is displayed HALT Halt machine Storage for pointer and ASCII template ASCII.FILL x0030 PTR.FILL x4000.end Symbol Table Symbol Address TEST x3004 GETCHAR OUTPUT ASCII PTR x3013 18

Second Pass: Generating Machine Language 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 problems: Improper number or type of arguments Øex: NOT R1,#7 ADD R1,R2 ADD R3,R3,NUMBER Immediate argument too large Øex: ADD R1,R2,#1023 Address (associated with label) more than 256 from instruction Øcan t use PC-relative addressing mode 7-19

Practice Symbol ptr: x3013, LD is at x3002 Offset needed: x11- x01 Using the symbol table constructed earlier, translate these statements into LC-3 machine language. Statement Machine Language LD R3,PTR 0010 011 0 0001 0000 ADD R4,R1,#-4 LDR R1,R3,#0 BRnp GETCHAR 7-20

LC-3 Assembler Using assemble (Unix) or LC3Edit (Windows), generates several different output files. This one gets loaded into the simulator. 7-21

Object File Format LC-3 object file contains Starting address (location where program must be loaded), followed by Machine instructions Example Beginning of count character object file looks like this: 0011000000000000 0101010010100000 0010011000010001 1111000000100011....ORIG x3000 AND R2, R2, #0 LD R3, PTR TRAP x23 7-22

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, can load multiple object files into memory, then start executing at a desired address. system routines, such as keyboard input, are loaded automatically Øloaded into system memory, below x3000 Øuser code should be loaded between x3000 and xfdff each object file includes a starting address be careful not to load overlapping object files 7-23

Linking and Loading Loading is the process of copying an executable image into memory. more sophisticated loaders are able to relocate images to fit into available memory must readjust branch targets, load/store addresses Linking is the process of resolving symbols between independent 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 7-24

LC-3 tools Local Modifications The following LC-3 assembly instructions will only work with the local tools in the CS department (they will not work with the tools at the text book web site). Pseudoinstructions: macros that are replaced by one or more actual machine instructions during assembly..zero DR (AND DR,DR,#0),.COPY DR,SR1 (ADD DR,SR1,#0) Instruction set Extension: PUSH POP The authors had chosen to not implement these in accordance with the minimalist RISC approach (see page 254). Additional traps: GETS (Trap #26) NEWLN (Trap #27) The authors had implemented the all 0 instruction (BRnzp with offset 0) so that it is a NOP. In the modified tools the instruction is illegal. A NOP is sometimes used for inserting delays. 7-25