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

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Chapter 7 Assembly Language ACKNOWLEDGEMENT: This lecture uses slides prepared by Gregory T. Byrd, North Carolina State University 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 mnemonics for opcodes labels for memory locations additional operations for allocating storage and initializing data 3 An Assembly Language Program Program to multiply a number by the constant 6.ORIG x3050 LD R1, SIX LD R2, NUMBER AND R3, R3, #0 Clear R3. It will contain the product. The inner loop AGAIN ADD R3, R3, R2 ADD R1, R1, #-1 R1 keeps track of BRp AGAIN the iteration. HALT NUMBER.BLKW 1 SIX.FILL x0006.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 5 Opcodes and Operands Opcodes reserved symbols that correspond to LC-3 instructions listed in Appendix A ex: 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 ex: ADD R1,R1,R3 ADD R1,R1,#3 LD R6,NUMBER BRz LOOP 6

Labels and Comments Label placed at the beginning of the line assigns a symbolic name to the address corresponding to line ex: LOOP ADD R1,R1,#-1 BRp LOOP Comment anything after a semicolon is a comment ignored by assembler used by humans to document/understand programs tips for useful comments: avoid restating the obvious, as decrement R1 provide additional insight, as in accumulate product in R6 use comments to separate pieces of program 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.ORIG.END.BLKW.FILL.STRINGZ Operand address n n n-character string Meaning starting address of program end of program allocate n words of storage allocate one word, initialize with value n allocate n+1 locations, initialize w/characters and null terminator 8

Trap Codes LC-3 assembler provides pseudo-instructions for each trap code, so you don t have to remember them. Code HALT IN OUT GETC PUTS Equivalent TRAP x25 TRAP x23 TRAP x21 TRAP x20 TRAP x22 Description Halt execution and print message to console. Print prompt on console, read (and echo) one character from keybd. Character stored in R0[7:0]. Write one character (in R0[7:0]) to console. Read one character from keyboard. Character stored in R0[7:0]. Write null-terminated string to console. Address of string is in R0. 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. 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]) Input char from keybd (TRAP x23) YES NO 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]) 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 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 13 Char Count in Assembly Language (3 of 3) Storage for pointer and ASCII template ASCII.FILL x0030 PTR.FILL x4000.end 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 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. 16

Practice Construct the symbol table for the program in Figure 7.1 (Slides 7-11 through 7-13). Symbol Address 17 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 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 18

Practice Using the symbol table constructed earlier, translate these statements into LC-3 machine language. LD Statement R3,PTR Machine Language ADD R4,R1,#-4 LDR R1,R3,#0 BRnp GETCHAR 19 LC-3 Assembler Using assemble (Unix) or LC3Edit (Windows), generates several different output files. This one gets loaded into the simulator. 20

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 21 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 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 22

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 23