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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

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Computer Science 210 Computer Organization

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  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

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