| Programming from the Ground Up |
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| Jonathan Bartlett |
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| Edited by |
| Dominick Bruno, Jr. |
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| Programming from the Ground Up |
| by Jonathan Bartlett |
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| Edited by Dominick Bruno, Jr. |
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| Copyright © 2003 by Jonathan Bartlett |
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| Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free |
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| Documentation License, Version 1.1 or any later version published by the Free Software Foundation; |
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| with no Invariant Sections, with no Front-Cover Texts, and with no Back-Cover Texts. A copy of the |
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| license is included in Appendix H. In addition, you are granted full rights to use the code examples for |
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| any purpose without even having to credit the authors. |
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| All trademarks are property of their respective owners. |
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| This book can be purchased at http://www.bartlettpublishing.com/ |
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| This book is not a reference book, it is an introductory book. It is therefore not suitable by itself to |
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| learn how to professionally program in x86 assembly language, as some details have been left out to |
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| make the learning process smoother. The point of the book is to help the student understand how |
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| assembly language and computer programming works, not to be a reference to the subject. Reference |
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| information about a particular processor can be obtained by contacting the company which makes it. |
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| To receive a copy of this book in electronic form, please visit the website |
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| http://savannah.nongnu.org/projects/pgubook/ This site contains the instructions for downloading a |
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| transparent copy of this book as defined by the GNU Free Documentation License. |
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| Table of Contents |
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| 1. Introduction........................................................................................................1 |
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| Welcome to Programming ...............................................................................1 |
| Your Tools ........................................................................................................3 |
| 2. Computer Architecture .....................................................................................7 |
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| Structure of Computer Memory.......................................................................7 |
| The CPU...........................................................................................................9 |
| Some Terms ...................................................................................................11 |
| Interpreting Memory......................................................................................13 |
| Data Accessing Methods................................................................................14 |
| Review ...........................................................................................................16 |
| 3. Your First Programs ........................................................................................19 |
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| Entering in the Program .................................................................................19 |
| Outline of an Assembly Language Program..................................................22 |
| Planning the Program.....................................................................................28 |
| Finding a Maximum Value.............................................................................31 |
| Addressing Modes .........................................................................................41 |
| Review ...........................................................................................................45 |
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| 4. All About Functions.........................................................................................49 |
| Dealing with Complexity...............................................................................49 |
| How Functions Work .....................................................................................50 |
| Assembly-Language Functions using the C Calling Convention ..................52 |
| A Function Example ......................................................................................59 |
| Recursive Functions.......................................................................................64 |
| Review ...........................................................................................................71 |
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| 5. Dealing with Files.............................................................................................75 |
| The UNIX File Concept.................................................................................75 |
| Buffers and .bss ...........................................................................................76 |
| Standard and Special Files .............................................................................78 |
| Using Files in a Program................................................................................79 |
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| iii |
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| Review ...........................................................................................................93 |
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| 6. Reading and Writing Simple Records ...........................................................95 |
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| Writing Records ...........................................................................................100 |
| Reading Records ..........................................................................................104 |
| Modifying the Records ................................................................................111 |
| Review .........................................................................................................114 |
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| 7. Developing Robust Programs........................................................................117 |
| Where Does the Time Go?...........................................................................117 |
| Some Tips for Developing Robust Programs...............................................118 |
| Handling Errors Effectively .........................................................................121 |
| Making Our Program More Robust .............................................................123 |
| Review .........................................................................................................126 |
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| 8. Sharing Functions with Code Libraries.......................................................129 |
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| Using a Shared Library ................................................................................130 |
| How Shared Libraries Work ........................................................................133 |
| Finding Information about Libraries............................................................134 |
| Useful Functions ..........................................................................................140 |
| Building a Shared Library............................................................................141 |
| Review .........................................................................................................143 |
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| 9. Intermediate Memory Topics........................................................................147 |
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| How a Computer Views Memory ................................................................147 |
| The Memory Layout of a Linux Program....................................................149 |
| Every Memory Address is a Lie ..................................................................151 |
| Getting More Memory .................................................................................155 |
| A Simple Memory Manager ........................................................................157 |
| Using our Allocator......................................................................................174 |
| More Information.........................................................................................177 |
| Review .........................................................................................................178 |
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| iv |
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| 10. Counting Like a Computer .........................................................................181 |
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| Counting.......................................................................................................181 |
| Truth, Falsehood, and Binary Numbers .......................................................186 |
| The Program Status Register .......................................................................195 |
| Other Numbering Systems...........................................................................196 |
| Octal and Hexadecimal Numbers ................................................................199 |
| Order of Bytes in a Word .............................................................................201 |
| Converting Numbers for Display .................................................................204 |
| Review .........................................................................................................210 |
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| 11. High-Level Languages .................................................................................213 |
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| Compiled and Interpreted Languages ..........................................................213 |
| Your First C Program ...................................................................................215 |
| Perl ...............................................................................................................218 |
| Python ..........................................................................................................219 |
| Review .........................................................................................................220 |
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| 12. Optimization.................................................................................................223 |
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| When to Optimize ........................................................................................223 |
| Where to Optimize.......................................................................................224 |
| Local Optimizations.....................................................................................225 |
| Global Optimization.....................................................................................229 |
| Review .........................................................................................................230 |
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| 13. Moving On from Here .................................................................................233 |
| From the Bottom Up ....................................................................................234 |
| From the Top Down .....................................................................................234 |
| From the Middle Out ...................................................................................235 |
| Specialized Topics .......................................................................................236 |
| Further Resources on Assembly Language..................................................237 |
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| v |
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| A. GUI Programming ........................................................................................239 |
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| B. Common x86 Instructions ............................................................................257 |
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| C. Important System Calls ................................................................................271 |
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| D. Table of ASCII Codes ...................................................................................275 |
| E. C Idioms in Assembly Language .................................................................277 |
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| F. Using the GDB Debugger..............................................................................289 |
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| G. Document History .........................................................................................299 |
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| H. GNU Free Documentation License..............................................................301 |
| I. Personal Dedication........................................................................................311 |
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| Index....................................................................................................................313 |
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| vi |
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| Chapter 1. Introduction |
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| Welcome to Programming |
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| I love programming. I enjoy the challenge to not only make a working program, |
| but to do so with style. Programming is like poetry. It conveys a message, not only |
| to the computer, but to those who modify and use your program. With a program, |
| you build your own world with your own rules. You create your world according |
| to your conception of both the problem and the solution. Masterful programmers |
| create worlds with programs that are clear and succinct, much like a poem or |
| essay. |
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| One of the greatest programmers, Donald Knuth, describes programming not as |
| telling a computer how to do something, but telling a person how they would |
| instruct a computer to do something. The point is that programs are meant to be |
| read by people, not just computers. Your programs will be modified and updated |
| by others long after you move on to other projects. Thus, programming is not as |
| much about communicating to a computer as it is communicating to those who |
| come after you. A programmer is a problem-solver, a poet, and an instructor all at |
| once. Your goal is to solve the problem at hand, doing so with balance and taste, |
| and teach your solution to future programmers. I hope that this book can teach at |
| least some of the poetry and magic that makes computing exciting. |
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| Most introductory books on programming frustrate me to no end. At the end of |
| them you can still ask "how does the computer really work?" and not have a good |
| answer. They tend to pass over topics that are difficult even though they are |
| important. I will take you through the difficult issues because that is the only way |
| to move on to masterful programming. My goal is to take you from knowing |
| nothing about programming to understanding how to think, write, and learn like a |
| programmer. You won’t know everything, but you will have a background for how |
| everything fits together. At the end of this book, you should be able to do the |
| following: |
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| 1 |
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| Chapter 1. Introduction |
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| • Understand how a program works and interacts with other programs |
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| • Read other people’s programs and learn how they work |
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| • Learn new programming languages quickly |
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| • Learn advanced concepts in computer science quickly |
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| I will not teach you everything. Computer science is a massive field, especially |
| when you combine the theory with the practice of computer programming. |
| However, I will attempt to get you started on the foundations so you can easily go |
| wherever you want afterwards. |
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| There is somewhat of a chicken and egg problem in teaching programming, |
| especially assembly language. There is a lot to learn - it’s almost too much to learn |
| almost at once, but each piece depends on all the others. Therefore, you must be |
| patient with yourself and the computer while learning to program. If you don’t |
| understand something the first time, reread it. If you still don’t understand it, it is |
| sometimes best to take it by faith and come back to it later. Often after more |
| exposure to programming the ideas will make more sense. Don’t get discouraged. |
| It’s a long climb, but very worthwhile. |
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| At the end of each chapter are three sets of review exercises. The first set is more |
| or less regurgitation - they check to see if can you give back what you learned in |
| the chapter. The second set contains application questions - they check to see if |
| you can apply what you learned to solve problems. The final set is to see if you are |
| capable of broadening your horizons. Some of these questions may not be |
| answerable until later in the book, but they give you some things to think about. |
| Other questions require some research into outside sources to discover the answer. |
| Still others require you to simply analyze your options and explain a best solution. |
| Many of the questions don’t have right or wrong answers, but that doesn’t mean |
| they are unimportant. Learning the issues involved in programming, learning how |
| to research answers, and learning how to look ahead are all a major part of a |
| programmer’s work. |
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| If you have problems that you just can’t get past, there is a mailing list for this |
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| 2 |
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| book where readers can discuss and get help with what they are reading. The |
| address is pgubook-readers@nongnu.org. This mailing list is open for any |
| type of question or discussion along the lines of this book. You can subscribe to |
| this list by going to http://mail.nongnu.org/mailman/listinfo/pgubook-readers. |
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| Chapter 1. Introduction |
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| Your Tools |
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| This book teaches assembly language for x86 processors and the GNU/Linux |
| operating system. Therefore we will be giving all of the examples using the |
| GNU/Linux standard GCC tool set. If you are not familiar with GNU/Linux and |
| the GCC tool set, they will be described shortly. If you are new to Linux, you |
| should check out the guide available at http://rute.sourceforge.net/1 What I intend |
| to show you is more about programming in general than using a specific tool set |
| on a specific platform, but standardizing on one makes the task much easier. |
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| Those new to Linux should also try to get involved in their local GNU/Linux |
| User’s Group. User’s Group members are usually very helpful for new people, and |
| will help you from everything from installing Linux to learning to use it most |
| efficiently. A listing of GNU/Linux User’s Groups is available at |
| http://www.linux.org/groups/ |
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| All of these programs have been tested using Red Hat Linux 8.0, and should work |
| with any other GNU/Linux distribution, too.2 They will not work with non-Linux |
| operating systems such as BSD or other systems. However, all of the skills learned |
| in this book should be easily transferable to any other system. |
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| If you do not have access to a GNU/Linux machine, you can look for a hosting |
| provider who offers a Linux shell account, which is a command-line only interface |
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| 1. This is quite a large document. You certainly don’t need to know everything to get |
| started with this book. You simply need to know how to navigate from the command line |
| and how to use an editor like pico, emacs, or vi (or others). |
| 2. By "GNU/Linux distribution", I mean an x86 GNU/Linux distribution. GNU/Linux dis- |
| tributions for the Power Macintosh, the Alpha processor, or other processors will not work |
| with this book. |
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| 3 |
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| Chapter 1. Introduction |
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| to a Linux machine. There are many low-cost shell account providers, but you |
| have to make sure that they match the requirements above (i.e. - Linux on x86). |
| Someone at your local GNU/Linux User’s Group may be able to give you one as |
| well. Shell accounts only require that you already have an Internet connection and |
| a telnet program. If you use Windows®, you already have a telnet client - just |
| click on start, then run, then type in telnet. However, it is usually better to |
| download PuTTY from http://www.chiart.greenend.co.uk/~sgtatham/putty/ |
| because Windows’ telnet has some weird problems. There are a lot of options for |
| the Macintosh, too. NiftyTelnet is my favorite. |
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| If you don’t have GNU/Linux and can’t find a shell account service, then you can |
| download Knoppix from http://www.knoppix.org/ Knoppix is a GNU/Linux |
| distribution that boots from CD so that you don’t have to actually install it. Once |
| you are done using it, you just reboot and remove the CD and you are back to your |
| regular operating system. |
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| So what is GNU/Linux? GNU/Linux is an operating system modeled after |
| UNIX®. The GNU part comes from the GNU Project (http://www.gnu.org/)3, |
| which includes most of the programs you will run, including the GCC tool set that |
| we will use to program with. The GCC tool set contains all of the programs |
| necessary to create programs in various computer languages. |
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| Linux is the name of the kernel. The kernel is the core part of an operating system |
| that keeps track of everything. The kernel is both an fence and a gate. As a gate, it |
| allows programs to access hardware in a uniform way. Without the kernel, you |
| would have to write programs to deal with every device model ever made. The |
| kernel handles all device-specific interactions so you don’t have to. It also handles |
| file access and interaction between processes. For example, when you type, your |
| typing goes through several programs before it hits your editor. First, the kernel is |
| what handles your hardware, so it is the first to receive notice about the keypress. |
| The keyboard sends in scancodes to the kernel, which then converts them to the |
| actual letters, numbers, and symbols they represent. If you are using a windowing |
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| 3. The GNU Project is a project by the Free Software Foundation to produce a complete, |
| free operating system. |
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| 4 |
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| system (like Microsoft Windows® or the X Window System), then the windowing |
| system reads the keypress from the kernel, and delivers it to whatever program is |
| currently in focus on the user’s display. |
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| Chapter 1. Introduction |
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| Example 1-1. How the computer processes keyboard sigals |
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| Keyboard -> Kernel -> Windowing system -> Application program |
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| The kernel also controls the flow of information between programs. The kernel is |
| a program’s gate to the world around it. Every time that data moves between |
| processes, the kernel controls the messaging. In our keyboard example above, the |
| kernel would have to be involved for the windowing system to communicate the |
| keypress to the application program. |
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| As a fence, the kernel prevents programs from accidentally overwriting each |
| other’s data and from accessing files and devices that they don’t have permission |
| to. It limits the amount of damage a poorly-written program can do to other |
| running programs. |
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| In our case, the kernel is Linux. Now, the kernel all by itself won’t do anything. |
| You can’t even boot up a computer with just a kernel. Think of the kernel as the |
| water pipes for a house. Without the pipes, the faucets won’t work, but the pipes |
| are pretty useless if there are no faucets. Together, the user applications (from the |
| GNU project and other places) and the kernel (Linux) make up the entire |
| operating system, GNU/Linux. |
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| For the most part, this book will be using the computer’s low-level assembly |
| language. There are essentially three kinds of languages: |
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| Machine Language |
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| This is what the computer actually sees and deals with. Every command the |
| computer sees is given as a number or sequence of numbers. |
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| 5 |
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| Chapter 1. Introduction |
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| Assembly Language |
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| This is the same as machine language, except the command numbers have |
| been replaced by letter sequences which are easier to memorize. Other small |
| things are done to make it easier as well. |
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| High-Level Language |
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| High-level languages are there to make programming easier. Assembly |
| language requires you to work with the machine itself. High-level languages |
| allow you to describe the program in a more natural language. A single |
| command in a high-level language usually is equivalent to several commands |
| in an assembly language. |
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| In this book we will learn assembly language, although we will cover a bit of |
| high-level languages. Hopefully by learning assembly language, your |
| understanding of how programming and computers work will put you a step |
| ahead. |
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| 6 |
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| Chapter 2. Computer Architecture |
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| Before learning how to program, you need to first understand how a computer |
| interprets programs. You don’t need a degree in electrical engineering, but you |
| need to understand some basics. |
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| Modern computer architecture is based off of an architecture called the Von |
| Neumann architecture, named after its creator. The Von Neumann architecture |
| divides the computer up into two main parts - the CPU (for Central Processing |
| Unit) and the memory. This architecture is used in all modern computers, |
| including personal computers, supercomputers, mainframes, and even cell phones. |
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| Structure of Computer Memory |
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| To understand how the computer views memory, imagine your local post office. |
| They usually have a room filled with PO Boxes. These boxes are similar to |
| computer memory in that each are numbered sequences of fixed-size storage |
| locations. For example, if you have 256 megabytes of computer memory, that |
| means that your computer contains roughly 256 million fixed-size storage |
| locations. Or, to use our analogy, 256 million PO Boxes. Each location has a |
| number, and each location has the same, fixed-length size. The difference between |
| a PO Box and computer memory is that you can store all different kinds of things |
| in a PO Box, but you can only store a single number in a computer memory |
| storage location. |
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| 7 |
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| Chapter 2. Computer Architecture |
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| Memory locations are like PO Boxes |
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| You may wonder why a computer is organized this way. It is because it is simple |
| to implement. If the computer were composed of a lot of differently-sized |
| locations, or if you could store different kinds of data in them, it would be difficult |
| and expensive to implement. |
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| The computer’s memory is used for a number of different things. All of the results |
| of any calculations are stored in memory. In fact, everything that is "stored" is |
| stored in memory. Think of your computer at home, and imagine what all is stored |
| in your computer’s memory. |
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| • The location of your cursor on the screen |
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| • The size of each window on the screen |
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| • The shape of each letter of each font being used |
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| • The layout of all of the controls on each window |
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| • The graphics for all of the toolbar icons |
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| 8 |
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| Chapter 2. Computer Architecture |
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| • The text for each error message and dialog box |
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| • The list goes on and on... |
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| In addition to all of this, the Von Neumann architecture specifies that not only |
| computer data should live in memory, but the programs that control the computer’s |
| operation should live there, too. In fact, in a computer, there is no difference |
| between a program and a program’s data except how it is used by the computer. |
| They are both stored and accessed the same way. |
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| The CPU |
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| So how does the computer function? Obviously, simply storing data doesn’t do |
| much help - you need to be able to access, manipulate, and move it. That’s where |
| the CPU comes in. |
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| The CPU reads in instructions from memory one at a time and executes them. This |
| is known as the fetch-execute cycle. The CPU contains the following elements to |
| accomplish this: |
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| • Program Counter |
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| • |
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| Instruction Decoder |
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| • Data bus |
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| • General-purpose registers |
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| • Arithmetic and logic unit |
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| The program counter is used to tell the computer where to fetch the next |
| instruction from. We mentioned earlier that there is no difference between the way |
| data and programs are stored, they are just interpreted differently by the CPU. The |
| program counter holds the memory address of the next instruction to be executed. |
| The CPU begins by looking at the program counter, and fetching whatever number |
| is stored in memory at the location specified. It is then passed on to the instruction |
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| 9 |
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| Chapter 2. Computer Architecture |
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| decoder which figures out what the instruction means. This includes what process |
| needs to take place (addition, subtraction, multiplication, data movement, etc.) and |
| what memory locations are going to be involved in this process. Computer |
| instructions usually consist of both the actual instruction and the list of memory |
| locations that are used to carry it out. |
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| Now the computer uses the data bus to fetch the memory locations to be used in |
| the calculation. The data bus is the connection between the CPU and memory. It is |
| the actual wire that connects them. If you look at the motherboard of the |
| computer, the wires that go out from the memory are your data bus. |
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| In addition to the memory on the outside of the processor, the processor itself has |
| some special, high-speed memory locations called registers. There are two kinds |
| of registers - general registers and special-purpose registers. General-purpose |
| registers are where the main action happens. Addition, subtraction, multiplication, |
| comparisions, and other operations generally use general-purpose registers for |
| processing. However, computers have very few general-purpose registers. Most |
| information is stored in main memory, brought in to the registers for processing, |
| and then put back into memory when the processing is completed. special-purpose |
| registers are registers which have very specific purposes. We will discuss these as |
| we come to them. |
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| Now that the CPU has retrieved all of the data it needs, it passes on the data and |
| the decoded instruction to the arithmetic and logic unit for further processing. |
| Here the instruction is actually executed. After the results of the computation have |
| been calculated, the results are then placed on the data bus and sent to the |
| appropriate location in memory or in a register, as specified by the instruction. |
|
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| This is a very simplified explanation. Processors have advanced quite a bit in |
| recent years, and are now much more complex. Although the basic operation is |
| still the same, it is complicated by the use of cache hierarchies, superscalar |
| processors, pipelining, branch prediction, out-of-order execution, microcode |
| translation, coprocessors, and other optimizations. Don’t worry if you don’t know |
| what those words mean, you can just use them as Internet search terms if you want |
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| 10 |
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| Chapter 2. Computer Architecture |
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| to learn more about the CPU. |
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| Some Terms |
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| Computer memory is a numbered sequence of fixed-size storage locations. The |
| number attached to each storage location is called it’s address. The size of a single |
| storage location is called a byte. On x86 processors, a byte is a number between 0 |
| and 255. |
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| You may be wondering how computers can display and use text, graphics, and |
| even large numbers when all they can do is store numbers between 0 and 255. |
| First of all, specialized hardware like graphics cards have special interpretations of |
| each number. When displaying to the screen, the computer uses ASCII code tables |
| to translate the numbers you are sending it into letters to display on the screen, |
| with each number translating to exactly one letter or numeral.1 For example, the |
| capital letter A is represented by the number 65. The numeral 1 is represented by |
| the number 49. So, to print out "HELLO", you would actually give the computer |
| the sequence of numbers 72, 69, 76, 76, 79. To print out the number 100, you |
| would give the computer the sequence of numbers 49, 48, 48. A list of ASCII |
| characters and their numeric codes is found in Appendix D. |
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| In addition to using numbers to represent ASCII characters, you as the |
| programmer get to make the numbers mean anything you want them to, as well. |
| For example, if I am running a store, I would use a number to represent each item |
| I was selling. Each number would be linked to a series of other numbers which |
| would be the ASCII codes for what I wanted to display when the items were |
| scanned in. I would have more numbers for the price, how many I have in |
| inventory, and so on. |
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| 1. With the advent of international character sets and Unicode, this is not entirely true |
| anymore. However, for the purposes of keeping this simple for beginners, we will use the |
| assumption that one number translates directly to one character. For more information, see |
| Appendix D. |
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| 11 |
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| Chapter 2. Computer Architecture |
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| So what about if we need numbers larger than 255? We can simply use a |
| combination of bytes to represent larger numbers. Two bytes can be used to |
| represent any number between 0 and 65536. Four bytes can be used to represent |
| any number between 0 and 4294967295. Now, it is quite difficult to write |
| programs to stick bytes together to increase the size of your numbers, and requires |
| a bit of math. Luckily, the computer will do it for us for numbers up to 4 bytes |
| long. In fact, four-byte numbers are what we will work with by default. |
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| We mentioned earlier that in addition to the regular memory that the computer has, |
| it also has special-purpose storage locations called registers. Registers are what |
| the computer uses for computation. Think of a register as a place on your desk - it |
| holds things you are currently working on. You may have lots of information |
| tucked away in folders and drawers, but the stuff you are working on right now is |
| on the desk. Registers keep the contents of numbers that you are currently |
| manipulating. |
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| On the computers we are using, registers are each four bytes long. The size of a |
| typical register is called a computer’s word size. x86 processors have four-byte |
| words. This means that it is most natural on these computers to do computations |
| four bytes at a time. This gives us roughly 4 billion values. |
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|
| Addresses are also four bytes (1 word) long, and therefore also fit into a register. |
| x86 processors can access up to 4294967296 bytes if enough memory is installed. |
| Notice that this means that we can store addresses the same way we store any |
| other number. In fact, the computer can’t tell the difference between a value that is |
| an address, a value that is a number, a value that is an ASCII code, or a value that |
| you have decided to use for another purpose. A number becomes an ASCII code |
| when you attempt to display it. A number becomes an address when you try to |
| look up the byte it points to. Take a moment to think about this, because it is |
| crucial to understanding how computer programs work. |
|
|
| Addresses which are stored in memory are also called pointers, because instead of |
| having a regular value in them, they point you to a different location in memory. |
|
|
| As we’ve mentioned, computer instructions are also stored in memory. In fact, |
|
|
| 12 |
|
|
| Chapter 2. Computer Architecture |
|
|
| they are stored exactly the same way that other data is stored. The only way the |
| computer knows that a memory location is an instruction is that a special-purpose |
| register called the instruction pointer points to them at one point or another. If the |
| instruction pointer points to a memory word, it is loaded as an instruction. Other |
| than that, the computer has no way of knowing the difference between programs |
| and other types of data.2 |
|
|
| Interpreting Memory |
|
|
| Computers are very exact. Because they are exact, programmers have to be |
| equally exact. A computer has no idea what your program is supposed to do. |
| Therefore, it will only do exactly what you tell it to do. If you accidentally print |
| out a regular number instead of the ASCII codes that make up the number’s digits, |
| the computer will let you - and you will wind up with jibberish on your screen (it |
| will try to look up what your number represents in ASCII and print that). If you |
| tell the computer to start executing instructions at a location containing data |
| instead of program instructions, who knows how the computer will interpret that - |
| but it will certainly try. The computer will execute your instructions in the exact |
| order you specify, even if it doesn’t make sense. |
|
|
| The point is, the computer will do exactly what you tell it, no matter how little |
| sense it makes. Therefore, as a programmer, you need to know exactly how you |
| have your data arranged in memory. Remember, computers can only store |
| numbers, so letters, pictures, music, web pages, documents, and anything else are |
| just long sequences of numbers in the computer, which particular programs know |
| how to interpret. |
|
|
| For example, say that you wanted to store customer information in memory. One |
| way to do so would be to set a maximum size for the customer’s name and address |
| - say 50 ASCII characters for each, which would be 50 bytes for each. Then, after |
|
|
| 2. Note that here we are talking about general computer theory. Some processors and op- |
| erating systems actually mark the regions of memory that can be executed with a special |
| marker that indicates this. |
|
|
| 13 |
|
|
| Chapter 2. Computer Architecture |
|
|
| that, have a number for the customer’s age and their customer id. In this case, you |
| would have a block of memory that would look like this: |
|
|
| Start of Record: |
|
|
| Customer’s name (50 bytes) - start of record |
| Customer’s address (50 bytes) - start of record + 50 bytes |
| Customer’s age (1 word - 4 bytes) - start of record + 100 bytes |
| Customer’s id number (1 word - 4 bytes) - start of record + 104 bytes |
|
|
| This way, given the address of a customer record, you know where the rest of the |
| data lies. However, it does limit the customer’s name and address to only 50 |
| ASCII characters each. |
|
|
| What if we didn’t want to specify a limit? Another way to do this would be to have |
| in our record pointers to this information. For example, instead of the customer’s |
| name, we would have a pointer to their name. In this case, the memory would look |
| like this: |
|
|
| Start of Record: |
|
|
| Customer’s name pointer (1 word) - start of record |
| Customer’s address pointer (1 word) - start of record + 4 |
| Customer’s age (1 word) - start of record + 8 |
| Customer’s id number (1 word) - start of record + 12 |
|
|
| The actual name and address would be stored elsewhere in memory. This way, it is |
| easy to tell where each part of the data is from the start of the record, without |
| explicitly limitting the size of the name and address. If the length of the fields |
| within our records could change, we would have no idea where the next field |
| started. Because records would be different sizes, it would also be hard to find |
| where the next record began. Therefore, almost all records are of fixed lengths. |
| Variable-length data is usually store separately from the rest of the record. |
|
|
| 14 |
|
|
| Chapter 2. Computer Architecture |
|
|
| Data Accessing Methods |
|
|
| Processors have a number of different ways of accessing data, known as |
| addressing modes. The simplest mode is immediate mode, in which the data to |
| access is embedded in the instruction itself. For example, if we want to initialize a |
| register to 0, instead of giving the computer an address to read the 0 from, we |
| would specify immediate mode, and give it the number 0. |
|
|
| In the register addressing mode, the instruction contains a register to access, rather |
| than a memory location. The rest of the modes will deal with addresses. |
|
|
| In the direct addressing mode, the instruction contains the memory address to |
| access. For example, I could say, please load this register with the data at address |
| 2002. The computer would go directly to byte number 2002 and copy the contents |
| into our register. |
|
|
| In the indexed addressing mode, the instruction contains a memory address to |
| access, and also specifies an index register to offset that address. For example, we |
| could specify address 2002 and an index register. If the index register contains the |
| number 4, the actual address the data is loaded from would be 2006. This way, if |
| you have a set of numbers starting at location 2002, you can cycle between each of |
| them using an index register. On x86 processors, you can also specify a multiplier |
| for the index. This allows you to access memory a byte at a time or a word at a |
| time (4 bytes). If you are accessing an entire word, your index will need to be |
| multiplied by 4 to get the exact location of the fourth element from your address. |
| For example, if you wanted to access the fourth byte from location 2002, you |
| would load your index register with 3 (remember, we start counting at 0) and set |
| the multiplier to 1 since you are going a byte at a time. This would get you |
| location 2005. However, if you wanted to access the fourth word from location |
| 2002, you would load your index register with 3 and set the multiplier to 4. This |
| would load from location 2014 - the fourth word. Take the time to calculate these |
| yourself to make sure you understand how it works. |
|
|
| In the indirect addressing mode, the instruction contains a register that contains a |
| pointer to where the data should be accessed. For example, if we used indirect |
|
|
| 15 |
|
|
| Chapter 2. Computer Architecture |
|
|
| addressing mode and specified the %eax register, and the %eax register contained |
| the value 4, whatever value was at memory location 4 would be used. In direct |
| addressing, we would just load the value 4, but in indirect addressing, we use 4 as |
| the address to use to find the data we want. |
|
|
| Finally, there is the base pointer addressing mode. This is similar to indirect |
| addressing, but you also include a number called the offset to add to the register’s |
| value before using it for lookup. We will use this mode quite a bit in this book. |
|
|
| In the Section called Interpreting Memory we discussed having a structure in |
| memory holding customer information. Let’s say we wanted to access the |
| customer’s age, which was the eighth byte of the data, and we had the address of |
| the start of the structure in a register. We could use base pointer addressing and |
| specify the register as the base pointer, and 8 as our offset. This is a lot like |
| indexed addressing, with the difference that the offset is constant and the pointer is |
| held in a register, and in indexed addressing the offset is in a register and the |
| pointer is constant. |
|
|
| There are other forms of addressing, but these are the most important ones. |
|
|
| Review |
|
|
| Know the Concepts |
|
|
| • Describe the fetch-execute cycle. |
|
|
| • What is a register? How would computation be more difficult without registers? |
|
|
| • How do you represent numbers larger than 255? |
|
|
| • How big are the registers on the machines we will be using? |
|
|
| • How does a computer know how to interpret a given byte or set of bytes of |
|
|
| memory? |
|
|
| 16 |
|
|
| • What are the addressing modes and what are they used for? |
|
|
| • What does the instruction pointer do? |
|
|
| Chapter 2. Computer Architecture |
|
|
| Use the Concepts |
|
|
| • What data would you use in an employee record? How would you lay it out in |
|
|
| memory? |
|
|
| • |
|
|
| • |
|
|
| • |
|
|
| • |
|
|
| • |
|
|
| If I had the pointer the the beginning of the employee record above, and wanted |
| to access a particular piece of data inside of it, what addressing mode would I |
| use? |
|
|
| In base pointer addressing mode, if you have a register holding the value 3122, |
| and an offset of 20, what address would you be trying to access? |
|
|
| In indexed addressing mode, if the base address is 6512, the index register has a |
| 5, and the multiplier is 4, what address would you be trying to access? |
|
|
| In indexed addressing mode, if the base address is 123472, the index register |
| has a 0, and the multiplier is 4, what address would you be trying to access? |
|
|
| In indexed addressing mode, if the base address is 9123478, the index register |
| has a 20, and the multiplier is 1, what address would you be trying to access? |
|
|
| Going Further |
|
|
| • What are the minimum number of addressing modes needed for computation? |
|
|
| • Why include addressing modes that aren’t strictly needed? |
|
|
| • Research and then describe how pipelining (or one of the other complicating |
|
|
| factors) affects the fetch-execute cycle. |
|
|
| 17 |
|
|
| Chapter 2. Computer Architecture |
|
|
| • Research and then describe the tradeoffs between fixed-length instructions and |
|
|
| variable-length instructions. |
|
|
| 18 |
|
|
| Chapter 3. Your First Programs |
|
|
| In this chapter you will learn the process for writing and building Linux |
| assembly-language programs. In addition, you will learn the structure of |
| assembly-language programs, and a few assembly-language commands. As you go |
| through this chapter, you may want to refer also to Appendix B and Appendix F. |
|
|
| These programs may overwhelm you at first. However, go through them with |
| diligence, read them and their explanations as many times as necessary, and you |
| will have a solid foundation of knowledge to build on. Please tinker around with |
| the programs as much as you can. Even if your tinkering does not work, every |
| failure will help you learn. |
|
|
| Entering in the Program |
|
|
| Okay, this first program is simple. In fact, it’s not going to do anything but exit! |
| It’s short, but it shows some basics about assembly language and Linux |
| programming. You need to enter the program in an editor exactly as written, with |
| the filename exit.s. The program follows. Don’t worry about not understanding |
| it. This section only deals with typing it in and running it. In the Section called |
| Outline of an Assembly Language Program we will describe how it works. |
|
|
| #PURPOSE: |
| # |
| # |
|
|
| Simple program that exits and returns a |
| status code back to the Linux kernel |
|
|
| #INPUT: |
| # |
|
|
| none |
|
|
| #OUTPUT: |
| # |
| # |
| # |
| # |
|
|
| returns a status code. This can be viewed |
| by typing |
|
|
| echo $? |
|
|
| 19 |
|
|
| Chapter 3. Your First Programs |
|
|
| # |
| # |
|
|
| after running the program |
|
|
| #VARIABLES: |
| # |
| # |
| # |
| .section .data |
|
|
| %eax holds the system call number |
| %ebx holds the return status |
|
|
| .section .text |
| .globl _start |
|
|
| _start: |
|
|
| movl $1, %eax |
|
|
| movl $0, %ebx |
|
|
| # this is the linux kernel command |
| # number (system call) for exiting |
| # a program |
|
|
| # this is the status number we will |
| # return to the operating system. |
| # Change this around and it will |
| # return different things to |
| # echo $? |
|
|
| int $0x80 |
|
|
| # this wakes up the kernel to run |
| # the exit command |
|
|
| What you have typed in is called the source code. Source code is the |
| human-readable form of a program. In order to transform it into a program that a |
| computer can run, we need to assemble and link it. |
|
|
| The first step is to assemble it. Assembling is the process that transforms what you |
| typed into instructions for the machine. The machine itself only reads sets of |
| numbers, but humans prefer words. An assembly language is a more |
| human-readable form of the instructions a computer understands. Assembling |
|
|
| 20 |
|
|
| transforms the human-readable file into a machine-readable one. To assembly the |
| program type in the command |
|
|
| Chapter 3. Your First Programs |
|
|
| as exit.s -o exit.o |
|
|
| as is the command which runs the assembler, exit.s is the source file, and -o |
| exit.o tells the assemble to put it’s output in the file exit.o. exit.o is an |
| object file. An object file is code that is in the machine’s language, but has not |
| been completely put together. In most large programs, you will have several |
| source files, and you will convert each one into an object file. The linker is the |
| program that is responsible for putting the object files together and adding |
| information to it so that the kernel knows how to load and run it. In our case, we |
| only have one object file, so the linker is only adding the information to enable it |
| to run. To link the file, enter the command |
|
|
| ld exit.o -o exit |
|
|
| ld is the command to run the linker, exit.o is the object file we want to link, and |
| -o exit instructs the linker to output the new program into a file called exit.1 If |
| any of these commands reported errors, you have either mistyped your program or |
| the command. After correcting the program, you have to re-run all the commands. |
| You must always re-assemble and re-link programs after you modify the source file |
| for the changes to occur in the program. You can run exit by typing in the |
| command |
|
|
| ./exit |
|
|
| The ./ is used to tell the computer that the program isn’t in one of the normal |
| program directories, but is the current directory instead2. You’ll notice when you |
| type this command, the only thing that happens is that you’ll go to the next line. |
|
|
| 1. |
| If you are new to Linux and UNIX®, you may not be aware that files don’t have to |
| have extensions. In fact, while Windows® uses the .exe extension to signify an executable |
| program, UNIX executables usually have no extension. |
| 2. . refers to the current directory in Linux and UNIX systems. |
|
|
| 21 |
|
|
| Chapter 3. Your First Programs |
|
|
| That’s because this program does nothing but exit. However, immediately after |
| you run the program, if you type in |
|
|
| echo $? |
|
|
| It will say 0. What is happening is that every program when it exits gives Linux an |
| exit status code, which tells it if everything went all right. If everything was okay, |
| it returns 0. UNIX programs return numbers other than zero to indicate failure or |
| other errors, warnings, or statuses. The programmer determines what each number |
| means. You can view this code by typing in echo $?. In the following section we |
| will look at what each part of the code does. |
|
|
| Outline of an Assembly Language Program |
|
|
| Take a look at the program we just entered. At the beginning there are lots of lines |
| that begin with hashes (#). These are comments. Comments are not translated by |
| the assembler. They are used only for the programmer to talk to anyone who looks |
| at the code in the future. Most programs you write will be modified by others. Get |
| into the habit of writing comments in your code that will help them understand |
| both why the program exists and how it works. Always include the following in |
| your comments: |
|
|
| • The purpose of the code |
|
|
| • An overview of the processing involved |
|
|
| • Anything strange your program does and why it does it3 |
|
|
| After the comments, the next line says |
|
|
| 3. You’ll find that many programs end up doing things strange ways. Usually there is a rea- |
| son for that, but, unfortunately, programmers never document such things in their comments. |
| So, future programmers either have to learn the reason the hard way by modifying the code |
| and watching it break, or just leaving it alone whether it is still needed or not. You should |
| always document any strange behavior your program performs. Unfortunately, figuring out |
| what is strange and what is straightforward comes mostly with experience. |
|
|
| 22 |
|
|
| Chapter 3. Your First Programs |
|
|
| .section .data |
|
|
| Anything starting with a period isn’t directly translated into a machine instruction. |
| Instead, it’s an instruction to the assembler itself. These are called assembler |
| directives or pseudo-operations because they are handled by the assembler and are |
| not actually run by the computer. The .section command breaks your program |
| up into sections. This command starts the data section, where you list any memory |
| storage you will need for data. Our program doesn’t use any, so we don’t need the |
| section. It’s just here for completeness. Almost every program you write in the |
| future will have data. |
|
|
| Right after this you have |
|
|
| .section .text |
|
|
| which starts the text section. The text section of a program is where the program |
| instructions live. |
|
|
| The next instruction is |
|
|
| .globl _start |
|
|
| This instructs the assembler that _start is important to remember. _start is a |
| symbol, which means that it is going to be replaced by something else either |
| during assembly or linking. Symbols are generally used to mark locations of |
| programs or data, so you can refer to them by name instead of by their location |
| number. Imagine if you had to refer to every memory location by it’s address. First |
| of all, it would be very confusing because you would have to memorize or look up |
| the numeric memory address of every piece of code or data. In addition, every |
| time you had to insert a piece of data or code you would have to change all the |
| addresses in your program! Symbols are used so that the assembler and linker can |
| take care of keeping track of addresses, and you can concentrate on writing your |
| program. |
|
|
| 23 |
|
|
| Chapter 3. Your First Programs |
|
|
| .globl means that the assembler shouldn’t discard this symbol after assembly, |
| because the linker will need it. _start is a special symbol that always needs to be |
| marked with .globl because it marks the location of the start of the program. |
| Without marking this location in this way, when the computer loads your program |
| it won’t know where to begin running your program. |
|
|
| The next line |
|
|
| _start: |
|
|
| defines the value of the _start label. A label is a symbol followed by a colon. |
| Labels define a symbol’s value. When the assembler is assembling the program, it |
| has to assign each data value and instruction an address. Labels tell the assembler |
| to make the symbol’s value be wherever the next instruction or data element will |
| be. This way, if the actual physical location of the data or instruction changes, you |
| don’t have to rewrite any references to it - the symbol automatically gets the new |
| value. |
|
|
| Now we get into actual computer instructions. The first such instruction is this: |
|
|
| movl $1, %eax |
|
|
| When the program runs, this instruction transfers the number 1 into the %eax |
| register. In assembly language, many instructions have operands. movl has two |
| operands - the source and the destination. In this case, the source is the literal |
| number 1, and the destination is the %eax register. Operands can be numbers, |
| memory location references, or registers. Different instructions allow different |
| types of operands. See Appendix B for more information on which instructions |
| take which kinds of operands. |
|
|
| On most instructions which have two operands, the first one is the source operand |
| and the second one is the destination. Note that in these cases, the source operand |
| is not modified at all. Other instructions of this type are, for example, addl, subl, |
| and imull. These add/subtract/multiply the source operand from/to/by the |
| destination operand and and save the result in the destination operand. Other |
|
|
| 24 |
|
|
| Chapter 3. Your First Programs |
|
|
| instructions may have an operand hardcoded in. idivl, for example, requires that |
| the dividend be in %eax, and %edx be zero, and the quotient is then transferred to |
| %eax and the remainder to %edx. However, the divisor can be any register or |
| memory location. |
|
|
| On x86 processors, there are several general-purpose registers4 (all of which can |
| be used with movl): |
|
|
| • %eax |
|
|
| • %ebx |
|
|
| • %ecx |
|
|
| • %edx |
|
|
| • %edi |
|
|
| • %esi |
|
|
| In addition to these general-purpose registers, there are also several |
| special-purpose registers, including: |
|
|
| • %ebp |
|
|
| • %esp |
|
|
| • %eip |
|
|
| • %eflags |
|
|
| We’ll discuss these later, just be aware that they exist.5 Some of these registers, |
|
|
| 4. Note that on x86 processors, even the general-purpose registers have some special pur- |
| poses, or used to before it went 32-bit. However, these are general-purpose registers for |
| most instructions. Each of them has at least one instruction where it is used in a special way. |
| However, for most of them, those instructions aren’t covered in this book. |
| 5. You may be wondering, why do all of these registers begin with the letter e? The reason |
| is that early generations of x86 processors were 16 bits rather than 32 bits. Therefore, the |
| registers were only half the length they are now. In later generations of x86 processors, the |
| size of the registers doubled. They kept the old names to refer to the first half of the register, |
|
|
| 25 |
|
|
| Chapter 3. Your First Programs |
|
|
| like %eip and %eflags can only be accessed through special instructions. The |
| others can be accessed using the same instructions as general-purpose registers, |
| but they have special meanings, special uses, or are simply faster when used in a |
| specific way. |
|
|
| So, the movl instruction moves the number 1 into %eax. The dollar-sign in front |
| of the one indicates that we want to use immediate mode addressing (refer back to |
| the Section called Data Accessing Methods in Chapter 2). Without the dollar-sign |
| it would do direct addressing, loading whatever number is at address 1. We want |
| the actual number 1 loaded in, so we have to use immediate mode. |
|
|
| The reason we are moving the number 1 into %eax is because we are preparing to |
| call the Linux Kernel. The number 1 is the number of the exit system call . We |
| will discuss system calls in more depth soon, but basically they are requests for |
| the operating system’s help. Normal programs can’t do everything. Many |
| operations such as calling other programs, dealing with files, and exiting have to |
| be handled by the operating system through system calls. When you make a |
| system call, which we will do shortly, the system call number has to be loaded into |
| %eax (for a complete listing of system calls and their numbers, see Appendix C). |
| Depending on the system call, other registers may have to have values in them as |
| well. Note that system calls is not the only use or even the main use of registers. It |
| is just the one we are dealing with in this first program. Later programs will use |
| registers for regular computation. |
|
|
| The operating system, however, usually needs more information than just which |
| call to make. For example, when dealing with files, the operating system needs to |
| know which file you are dealing with, what data you want to write, and other |
| details. The extra details, called parameters are stored in other registers. In the |
| case of the exit system call, the operating system requires a status code be loaded |
|
|
| and added an e to refer to the extended versions of the register. Usually you will only use the |
| extended versions. Newer models also offer a 64-bit mode, which doubles the size of these |
| registers yet again and uses an r prefix to indicate the larger registers (i.e. %rax is the 64-bit |
| version of %eax). However, these processors are not widely used, and are not covered in this |
| book. |
|
|
| 26 |
|
|
| in %ebx. This value is then returned to the system. This is the value you retrieved |
| when you typed echo $?. So, we load %ebx with 0 by typing the following: |
|
|
| Chapter 3. Your First Programs |
|
|
| movl $0, %ebx |
|
|
| Now, loading registers with these numbers doesn’t do anything itself. Registers are |
| used for all sorts of things besides system calls. They are where all program logic |
| such as addition, subtraction, and comparisons take place. Linux simply requires |
| that certain registers be loaded with certain parameter values before making a |
| system call. %eax is always required to be loaded with the system call number. For |
| the other registers, however, each system call has different requirements. In the |
| exit system call, %ebx is required to be loaded with the exit status. We will |
| discuss different system calls as they are needed. For a list of common system |
| calls and what is required to be in each register, see Appendix C |
|
|
| The next instruction is the "magic" one. It looks like this: |
|
|
| int $0x80 |
|
|
| The int stands for interrupt. The 0x80 is the interrupt number to use.6 An |
| interrupt interrupts the normal program flow, and transfers control from our |
| program to Linux so that it will do a system call.7. You can think of it as like |
| signaling Batman(or Larry-Boy8, if you prefer). You need something done, you |
| send the signal, and then he comes to the rescue. You don’t care how he does his |
| work - it’s more or less magic - and when he’s done you’re back in control. In this |
| case, all we’re doing is asking Linux to terminate the program, in which case we |
|
|
| 6. You may be wondering why it’s 0x80 instead of just 80. The reason is that the number |
| is written in hexadecimal. In hexadecimal, a single digit can hold 16 values instead of the |
| normal 10. This is done by utilizing the letters a through f in addition to the regular digits. |
| a represents 10, b represents 11, and so on. 0x10 represents the number 16, and so on. This |
| will be discussed more in depth later, but just be aware that numbers starting with 0x are in |
| hexadecimal. Tacking on an H at the end is also sometimes used instead, but we won’t do |
| that in this book. For more information about this, see Chapter 10 |
| 7. Actually, the interrupt transfers control to whoever set up an interrupt handler for the |
| interrupt number. In the case of Linux, all of them are set to be handled by the Linux kernel. |
| If you don’t watch Veggie Tales, you should. Start with Dave and the Giant Pickle. |
| 8. |
|
|
| 27 |
|
|
| Chapter 3. Your First Programs |
|
|
| won’t be back in control. If we didn’t signal the interrupt, then no system call |
| would have been performed. |
|
|
| Quick System Call Review: To recap - Operating System features are |
| accessed through system calls. These are invoked by setting up the |
| registers in a special way and issuing the instruction int $0x80. Linux |
| knows which system call we want to access by what we stored in the |
| %eax register. Each system call has other requirements as to what needs to |
| be stored in the other registers. System call number 1 is the exit system |
| call, which requires the status code to be placed in %ebx. |
|
|
| Now that you’ve assembled, linked, run, and examined the program, you should |
| make some basic edits. Do things like change the number that is loaded into %ebx, |
| and watch it come out at the end with echo $?. Don’t forget to assemble and link |
| it again before running it. Add some comments. Don’t worry, the worse thing that |
| would happen is that the program won’t assemble or link, or will freeze your |
| screen. That’s just part of learning! |
|
|
| Planning the Program |
|
|
| In our next program we will try to find the maximum of a list of numbers. |
| Computers are very detail-oriented, so in order to write the program we will have |
| to have planned out a number of details. These details include: |
|
|
| • Where will the original list of numbers be stored? |
|
|
| • What procedure will we need to follow to find the maximum number? |
|
|
| • How much storage do we need to carry out that procedure? |
|
|
| • Will all of the storage fit into registers, or do we need to use some memory as |
|
|
| well? |
|
|
| 28 |
|
|
| Chapter 3. Your First Programs |
|
|
| You might not think that something as simple as finding the maximum number |
| from a list would take much planning. You can usually tell people to find the |
| maximum number, and they can do so with little trouble. However, our minds are |
| used to putting together complex tasks automatically. Computers need to be |
| instructed through the process. In addition, we can usually hold any number of |
| things in our mind without much trouble. We usually don’t even realize we are |
| doing it. For example, if you scan a list of numbers for the maximum, you will |
| probably keep in mind both the highest number you’ve seen so far, and where you |
| are in the list. While your mind does this automatically, with computers you have |
| to explicitly set up storage for holding the current position on the list and the |
| current maximum number. You also have other problems such as how to know |
| when to stop. When reading a piece of paper, you can stop when you run out of |
| numbers. However, the computer only contains numbers, so it has no idea when it |
| has reached the last of your numbers. |
|
|
| In computers, you have to plan every step of the way. So, let’s do a little planning. |
| First of all, just for reference, let’s name the address where the list of numbers |
| starts as data_items. Let’s say that the last number in the list will be a zero, so |
| we know where to stop. We also need a value to hold the current position in the |
| list, a value to hold the current list element being examined, and the current |
| highest value on the list. Let’s assign each of these a register: |
|
|
| • %edi will hold the current position in the list. |
|
|
| • %ebx will hold the current highest value in the list. |
|
|
| • %eax will hold the current element being examined. |
|
|
| When we begin the program and look at the first item in the list, since we haven’t |
| seen any other items, that item will automatically be the current largest element in |
| the list. Also, we will set the current position in the list to be zero - the first |
| element. From then, we will follow the following steps: |
|
|
| 29 |
|
|
| Chapter 3. Your First Programs |
|
|
| 1. Check the current list element (%eax) to see if it’s zero (the terminating |
|
|
| element). |
|
|
| 2. If it is zero, exit. |
|
|
| 3. Increase the current position (%edi). |
|
|
| 4. Load the next value in the list into the current value register (%eax). What |
|
|
| addressing mode might we use here? Why? |
|
|
| 5. Compare the current value (%eax) with the current highest value (%ebx). |
|
|
| 6. If the current value is greater than the current highest value, replace the |
|
|
| current highest value with the current value. |
|
|
| 7. Repeat. |
|
|
| That is the procedure. Many times in that procedure I made use of the word "if". |
| These places are where decisions are to be made. You see, the computer doesn’t |
| follow the exact same sequence of instructions every time. Depending on which |
| "if"s are correct, the computer may follow a different set of instructions. The |
| second time through, it might not have the highest value. In that case, it will skip |
| step 6, but come back to step 7. In every case except the last one, it will skip step |
| 2. In more complicated programs, the skipping around increases dramatically. |
|
|
| These "if"s are a class of instructions called flow control instructions, because they |
| tell the compute which steps to follow and which paths to take. In the previous |
| program, we did not have any flow control instructions, as there was only one |
| possible path to take - exit. This program is much more dynamic in that it is |
| directed by data. Depending on what data it receives, it will follow different |
| instruction paths. |
|
|
| In this program, this will be accomplished by two different instructions, the |
| conditional jump and the unconditional jump. The conditional jump changes paths |
| based on the results of a previous comparison or calculation. The unconditional |
| jump just goes directly to a different path no matter what. The unconditional jump |
| may seem useless, but it is very necessary since all of the instructions will be laid |
|
|
| 30 |
|
|
| Chapter 3. Your First Programs |
|
|
| out on a line. If a path needs to converge back to the main path, it will have to do |
| this by an unconditional jump. We will see more of both of these jumps in the next |
| section. |
|
|
| Another use of flow control is in implementing loops. A loop is a piece of program |
| code that is meant to be repeated. In our example, the first part of the program |
| (setting the current position to 0 and loading the current highest value with the |
| current value) was only done once, so it wasn’t a loop. However, the next part is |
| repeated over and over again for every number in the list. It is only left when we |
| have come to the last element, indicated by a zero. This is called a loop because it |
| occurs over and over again. It is implemented by doing unconditional jumps to the |
| beginning of the loop at the end of the loop, which causes it to start over. However, |
| you have to always remember to have a conditional jump to exit the loop |
| somewhere, or the loop will continue forever! This condition is called an infinite |
| loop. If we accidentally left out step 1, 2, or 3, the loop (and our program) would |
| never end. |
|
|
| In the next section, we will implement this program that we have planned. |
| Program planning sounds complicated - and it is, to some degree. When you first |
| start programming, it’s often hard to convert our normal thought process into a |
| procedure that the computer can understand. We often forget the number of |
| "temporary storage locations" that our minds are using to process problems. As |
| you read and write programs, however, this will eventually become very natural to |
| you. Just have patience. |
|
|
| Finding a Maximum Value |
|
|
| Enter the following program as maximum.s: |
|
|
| #PURPOSE: |
| # |
| # |
|
|
| This program finds the maximum number of a |
| set of data items. |
|
|
| 31 |
|
|
| Chapter 3. Your First Programs |
|
|
| #VARIABLES: The registers have the following uses: |
| # |
| # %edi - Holds the index of the data item being examined |
| # %ebx - Largest data item found |
| # %eax - Current data item |
| # |
| # The following memory locations are used: |
| # |
| # data_items - contains the item data. A 0 is used |
| to terminate the data |
| # |
| # |
|
|
| .section .data |
|
|
| data_items: |
|
|
| #These are the data items |
|
|
| .long 3,67,34,222,45,75,54,34,44,33,22,11,66,0 |
|
|
| .section .text |
|
|
| .globl _start |
|
|
| _start: |
|
|
| movl $0, %edi |
| movl data_items(,%edi,4), %eax # load the first byte of data |
| movl %eax, %ebx |
|
|
| # move 0 into the index register |
|
|
| # since this is the first item, %eax is |
| # the biggest |
|
|
| start_loop: |
|
|
| # start loop |
|
|
| # check to see if we’ve hit the end |
|
|
| cmpl $0, %eax |
| je loop_exit |
| incl %edi |
| movl data_items(,%edi,4), %eax |
| cmpl %ebx, %eax |
| jle start_loop |
|
|
| # load next value |
|
|
| # compare values |
| # jump to loop beginning if the new |
| # one isn’t bigger |
| # move the value as the largest |
|
|
| movl %eax, %ebx |
|
|
| 32 |
|
|
| Chapter 3. Your First Programs |
|
|
| jmp start_loop |
|
|
| # jump to loop beginning |
|
|
| loop_exit: |
|
|
| # %ebx is the status code for the exit system call |
| # and it already has the maximum number |
|
|
| movl $1, %eax |
| int |
|
|
| $0x80 |
|
|
| #1 is the exit() syscall |
|
|
| Now, assemble and link it with these commands: |
|
|
| as maximum.s -o maximum.o |
| ld maximum.o -o maximum |
|
|
| Now run it, and check it’s status. |
|
|
| ./maximum |
| echo $? |
|
|
| You’ll notice it returns the value 222. Let’s take a look at the program and what it |
| does. If you look in the comments, you’ll see that the program finds the maximum |
| of a set of numbers (aren’t comments wonderful!). You may also notice that in this |
| program we actually have something in the data section. These lines are the data |
| section: |
|
|
| data_items: |
|
|
| #These are the data items |
|
|
| .long 3,67,34,222,45,75,54,34,44,33,22,11,66,0 |
|
|
| Lets look at this. data_items is a label that refers to the location that follows it. |
| Then, there is a directive that starts with .long. That causes the assembler to |
| reserve memory for the list of numbers that follow it. data_items refers to the |
| location of the first one. Because data_items is a label, any time in our program |
| where we need to refer to this address we can use the data_items symbol, and |
| the assembler will substitute it with the address where the numbers start during |
| assembly. For example, the instruction movl data_items, %eax would move |
|
|
| 33 |
|
|
| Chapter 3. Your First Programs |
|
|
| the value 3 into %eax. There are several different types of memory locations other |
| than .long that can be reserved. The main ones are as follows: |
|
|
| .byte |
|
|
| Bytes take up one storage location for each number. They are limited to |
| numbers between 0 and 255. |
|
|
| .int |
|
|
| Ints (which differ from the int instruction) take up two storage locations for |
| each number. These are limitted to numbers between 0 and 65535.9 |
|
|
| .long |
|
|
| Longs take up four storage locations. This is the same amount of space the |
| registers use, which is why they are used in this program. They can hold |
| numbers between 0 and 4294967295. |
|
|
| .ascii |
|
|
| The .ascii directive is to enter in characters into memory. Characters each |
| take up one storage location (they are converted into bytes internally). So, if |
| you gave the directive .ascii "Hello there\0", the assembler would |
| reserve 12 storage locations (bytes). The first byte contains the numeric code |
| for H, the second byte contains the numeric code for e, and so forth. The last |
| character is represented by \0, and it is the terminating character (it will |
| never display, it just tells other parts of the program that that’s the end of the |
| characters). Letters and numbers that start with a backslash represent |
| characters that are not typeable on the keyboard or easily viewable on the |
| screen. For example, \n refers to the "newline" character which causes the |
|
|
| 9. Note that no numbers in assembly language (or any other computer language I’ve seen) |
| have commas embedded in them. So, always write numbers like 65535, and never like |
| 65,535. |
|
|
| 34 |
|
|
| Chapter 3. Your First Programs |
|
|
| computer to start output on the next line and \t refers to the "tab" character. |
| All of the letters in an .ascii directive should be in quotes. |
|
|
| In our example, the assembler reserves 14 .longs, one right after another. Since |
| each long takes up 4 bytes, that means that the whole list takes up 56 bytes. These |
| are the numbers we will be searching through to find the maximum. data_items |
| is used by the assembler to refer to the address of the first of these values. |
|
|
| Take note that the last data item in the list is a zero. I decided to use a zero to tell |
| my program that it has hit the end of the list. I could have done this other ways. I |
| could have had the size of the list hard-coded into the program. Also, I could have |
| put the length of the list as the first item, or in a separate location. I also could |
| have made a symbol which marked the last location of the list items. No matter |
| how I do it, I must have some method of determining the end of the list. The |
| computer knows nothing - it can only do what its told. It’s not going to stop |
| processing unless I give it some sort of signal. Otherwise it would continue |
| processing past the end of the list into the data that follows it, and even to |
| locations where we haven’t put any data. |
|
|
| Notice that we don’t have a .globl declaration for data_items. This is because |
| we only refer to these locations within the program. No other file or program |
| needs to know where they are located. This is in contrast to the _start symbol, |
| which Linux needs to know where it is so that it knows where to begin the |
| program’s execution. It’s not an error to write .globl data_items, it’s just not |
| necessary. Anyway, play around with this line and add your own numbers. Even |
| though they are .long, the program will produce strange results if any number is |
| greater than 255, because that’s the largest allowed exit status. Also notice that if |
| you move the 0 to earlier in the list, the rest get ignored. Remember that any time |
| you change the source file, you have to re-assemble and re-link your program. Do |
| this now and see the results. |
|
|
| All right, we’ve played with the data a little bit. Now let’s look at the code. In the |
| comments you will notice that we’ve marked some variables that we plan to use. |
| A variable is a dedicated storage location used for a specific purpose, usually |
|
|
| 35 |
|
|
| Chapter 3. Your First Programs |
|
|
| given a distinct name by the programmer. We talked about these in the previous |
| section, but didn’t give them a name. In this program, we have several variables: |
|
|
| • a variable for the current maximum number found |
|
|
| • a variable for which number of the list we are currently examining, called the |
|
|
| index |
|
|
| • a variable holding the current number being examined |
|
|
| In this case,we have few enough variables that we can hold them all in registers. In |
| larger programs, you have to put them in memory, and then move them to registers |
| when you are ready to use them. We will discuss how to do that later. When people |
| start out programming, they usually underestimate the number of variables they |
| will need. People are not used to having to think through every detail of a process, |
| and therefore leave out needed variables in their first programming attempts. |
|
|
| In this program, we are using %ebx as the location of the largest item we’ve found. |
| %edi is used as the index to the current data item we’re looking at. Now, let’s talk |
| about what an index is. When we read the information from data_items, we will |
| start with the first one (data item number 0), then go to the second one (data item |
| number 1), then the third (data item number 2), and so on. The data item number |
| is the index of data_items. You’ll notice that the first instruction we give to the |
| computer is: |
|
|
| movl $0, %edi |
|
|
| Since we are using %edi as our index, and we want to start looking at the first |
| item, we load %edi with 0. Now, the next instruction is tricky, but crucial to what |
| we’re doing. It says: |
|
|
| movl data_items(,%edi,4), %eax |
|
|
| Now to understand this line, you need to keep several things in mind: |
|
|
| 36 |
|
|
| • data_items is the location number of the start of our number list. |
|
|
| • Each number is stored across 4 storage locations (because we declared it using |
|
|
| Chapter 3. Your First Programs |
|
|
| .long) |
|
|
| • %edi is holding 0 at this point |
|
|
| So, basically what this line does is say, "start at the beginning of data_items, and |
| take the first item number (because %edi is 0), and remember that each number |
| takes up four storage locations." Then it stores that number in %eax. This is how |
| you write indexed addressing mode instructions in assembly language. The |
| instruction in a general form is this: |
|
|
| movl |
|
|
| BEGINNINGADDRESS(,%INDEXREGISTER,WORDSIZE) |
|
|
| In our case data_items was our beginning address, %edi was our index register, |
| and 4 was our word size. This topic is discussed further in the Section called |
| Addressing Modes. |
|
|
| If you look at the numbers in data_items, you will see that the number 3 is now |
| in %eax. If %edi was set to 1, the number 67 would be in %eax, and if it was set to |
| 2, the number 34 would be in %eax, and so forth. Very strange things would |
| happen if we used a number other than 4 as the size of our storage locations.10 The |
| way you write this is very awkward, but if you know what each piece does, it’s not |
| too difficult. For more information about this, see the Section called Addressing |
| Modes |
|
|
| Let’s look at the next line: |
|
|
| movl %eax, %ebx |
|
|
| 10. The instruction doesn’t really use 4 for the size of the storage locations, although looking |
| at it that way works for our purposes now. It’s actually what’s called a multiplier. basically, |
| the way it works is that you start at the location specified by data_items, then you add |
| %edi*4 storage locations, and retrieve the number there. Usually, you use the size of the |
| numbers as your multiplier, but in some circumstances you’ll want to do other things. |
|
|
| 37 |
|
|
| Chapter 3. Your First Programs |
|
|
| We have the first item to look at stored in %eax. Since it is the first item, we know |
| it’s the biggest one we’ve looked at. We store it in %ebx, since that’s where we are |
| keeping the largest number found. Also, even though movl stands for move, it |
| actually copies the value, so %eax and %ebx both contain the starting value.11 |
|
|
| Now we move into a loop. A loop is a segment of your program that might run |
| more than once. We have marked the starting location of the loop in the symbol |
| start_loop. The reason we are doing a loop is because we don’t know how |
| many data items we have to process, but the procedure will be the same no matter |
| how many there are. We don’t want to have to rewrite our program for every list |
| length possible. In fact, we don’t even want to have to write out code for a |
| comparison for every list item. Therefore, we have a single section of code (a |
| loop) that we execute over and over again for every element in data_items. |
|
|
| In the previous section, we outlined what this loop needed to do. Let’s review: |
|
|
| • Check to see if the current value being looked at is zero. If so, that means we |
|
|
| are at the end of our data and should exit the loop. |
|
|
| • We have to load the next value of our list. |
|
|
| • We have to see if the next value is bigger than our current biggest value. |
|
|
| • |
|
|
| If it is, we have to copy it to the location we are holding the largest value in. |
|
|
| • Now we need to go back to the beginning of the loop. |
|
|
| Okay, so now lets go to the code. We have the beginning of the loop marked with |
| start_loop. That is so we know where to go back to at the end of our loop. |
| Then we have these instructions: |
|
|
| cmpl $0, %eax |
| je end_loop |
|
|
| 11. Also, the l in movl stands for move long since we are moving a value that takes up four |
| storage locations. |
|
|
| 38 |
|
|
| Chapter 3. Your First Programs |
|
|
| The cmpl instruction compares the two values. Here, we are comparing the |
| number 0 to the number stored in %eax This compare instruction also affects a |
| register not mentioned here, the %eflags register. This is also known as the status |
| register, and has many uses which we will discuss later. Just be aware that the |
| result of the comparison is stored in the status register. The next line is a flow |
| control instruction which says to jump to the end_loop location if the values that |
| were just compared are equal (that’s what the e of je means). It uses the status |
| register to hold the value of the last comparison. We used je, but there are many |
| jump statements that you can use: |
|
|
| je |
|
|
| jg |
|
|
| jge |
|
|
| jl |
|
|
| jle |
|
|
| jmp |
|
|
| Jump if the values were equal |
|
|
| Jump if the second value was greater than the first value12 |
|
|
| Jump if the second value was greater than or equal to the first value |
|
|
| Jump if the second value was less than the first value |
|
|
| Jump if the second value was less than or equal to the first value |
|
|
| Jump no matter what. This does not need to be preceeded by a comparison. |
|
|
| 12. notice that the comparison is to see if the second value is greater than the first. I would |
| have thought it the other way around. You will find a lot of things like this when learning |
| programming. It occurs because different things make sense to different people. Anyway, |
| you’ll just have to memorize such things and go on. |
|
|
| 39 |
|
|
| Chapter 3. Your First Programs |
|
|
| The complete list is documented in Appendix B. In this case, we are jumping if |
| %eax holds the value of zero. If so, we are done and we go to loop_exit.13 |
|
|
| If the last loaded element was not zero, we go on to the next instructions: |
|
|
| incl %edi |
| movl data_items(,%edi,4), %eax |
|
|
| If you remember from our previous discussion, %edi contains the index to our list |
| of values in data_items. incl increments the value of %edi by one. Then the |
| movl is just like the one we did beforehand. However, since we already |
| incremented %edi, %eax is getting the next value from the list. Now %eax has the |
| next value to be tested. So, let’s test it! |
|
|
| cmpl %ebx, %eax |
| jle start_loop |
|
|
| Here we compare our current value, stored in %eax to our biggest value so far, |
| stored in %ebx. If the current value is less or equal to our biggest value so far, we |
| don’t care about it, so we just jump back to the beginning of the loop. Otherwise, |
| we need to record that value as the largest one: |
|
|
| movl %eax, %ebx |
| jmp start_loop |
|
|
| which moves the current value into %ebx, which we are using to store the current |
| largest value, and starts the loop over again. |
|
|
| Okay, so the loop executes until it reaches a 0, when it jumps to loop_exit. This |
| part of the program calls the Linux kernel to exit. If you remember from the last |
|
|
| 13. The names of these symbols can be anything you want them to be, as long as they only |
| contain letters and the underscore character(_). The only one that is forced is _start, and |
| possibly others that you declare with .globl. However, if its a symbol you define and only |
| you use, feel free to call it anything you want that is adequately descriptive (remember that |
| others will have to modify your code later, and will have to figure out what your symbols |
| mean). |
|
|
| 40 |
|
|
| Chapter 3. Your First Programs |
|
|
| program, when you call the operating system (remember it’s like signaling |
| Batman), you store the system call number in %eax (1 for the exit call), and store |
| the other values in the other registers. The exit call requires that we put our exit |
| status in %ebx We already have the exit status there since we are using %ebx as |
| our largest number, so all we have to do is load %eax with the number one and call |
| the kernel to exit. Like this: |
|
|
| movl $1, %eax |
| 0x80 |
| int |
|
|
| Okay, that was a lot of work and explanation, especially for such a small program. |
| But hey, you’re learning a lot! Now, read through the whole program again, paying |
| special attention to the comments. Make sure that you understand what is going on |
| at each line. If you don’t understand a line, go back through this section and figure |
| out what the line means. |
|
|
| You might also grab a piece of paper, and go through the program step-by-step, |
| recording every change to every register, so you can see more clearly what is |
| going on. |
|
|
| Addressing Modes |
|
|
| In the Section called Data Accessing Methods in Chapter 2 we learned the |
| different types of addressing modes available for use in assembly language. This |
| section will deal with how those addressing modes are represented in assembly |
| language instructions. |
|
|
| The general form of memory address references is this: |
|
|
| ADDRESS_OR_OFFSET(%BASE_OR_OFFSET,%INDEX,MULTIPLIER) |
|
|
| All of the fields are optional. To calculate the address, simply perform the |
| following calculation: |
|
|
| 41 |
|
|
| Chapter 3. Your First Programs |
|
|
| FINAL ADDRESS = ADDRESS_OR_OFFSET + %BASE_OR_OFFSET + MULTIPLIER * %INDEX |
|
|
| ADDRESS_OR_OFFSET and MULTIPLIER must both be constants, while the other |
| two must be registers. If any of the pieces is left out, it is just substituted with zero |
| in the equation. |
|
|
| All of the addressing modes mentioned in the Section called Data Accessing |
| Methods in Chapter 2 except immediate-mode can be represented in this fashion. |
|
|
| direct addressing mode |
|
|
| This is done by only using the ADDRESS_OR_OFFSET portion. Example: |
|
|
| movl ADDRESS, %eax |
|
|
| This loads %eax with the value at memory address ADDRESS. |
|
|
| indexed addressing mode |
|
|
| This is done by using the ADDRESS_OR_OFFSET and the %INDEX portion. |
| You can use any general-purpose register as the index register. You can also |
| have a constant multiplier of 1, 2, or 4 for the index register, to make it easier |
| to index by bytes, double-bytes, and words. For example, let’s say that we |
| had a string of bytes as string_start and wanted to access the third one |
| (an index of 2 since we start counting the index at zero), and %ecx held the |
| value 2. If you wanted to load it into %eax you could do the following: |
|
|
| movl string_start(,%ecx,1), %eax |
|
|
| This starts at string_start, and adds 1 * %ecx to that address, and loads |
| the value into %eax. |
|
|
| indirect addressing mode |
|
|
| Indirect addressing mode loads a value from the address indicated by a |
| register. For example, if %eax held an address, we could move the value at |
|
|
| 42 |
|
|
| Chapter 3. Your First Programs |
|
|
| that address to %ebx by doing the following: |
|
|
| movl (%eax), %ebx |
|
|
| base pointer addressing mode |
|
|
| Base-pointer addressing is similar to indirect addressing, except that it adds a |
| constant value to the address in the register. For example, if you have a record |
| where the age value is 4 bytes into the record, and you have the address of the |
| record in %eax, you can retrieve the age into %ebx by issuing the following |
| instruction: |
|
|
| movl 4(%eax), %ebx |
|
|
| immediate mode |
|
|
| Immediate mode is very simple. It does not follow the general form we have |
| been using. Immediate mode is used to load direct values into registers or |
| memory locations. For example, if you wanted to load the number 12 into |
| %eax, you would simply do the following: |
|
|
| movl $12, %eax |
|
|
| Notice that to indicate immediate mode, we used a dollar sign in front of the |
| number. If we did not, it would be direct addressing mode, in which case the |
| value located at memory location 12 would be loaded into %eax rather than |
| the number 12 itself. |
|
|
| register addressing mode |
|
|
| Register mode simply moves data in or out of a register. In all of our |
| examples, register addressing mode was used for the other operand. |
|
|
| These addressing modes are very important, as every memory access will use one |
| of these. Every mode except immediate mode can be used as either the source or |
| destination operand. Immediate mode can only be a source operand. |
|
|
| 43 |
|
|
| Chapter 3. Your First Programs |
|
|
| In addition to these modes, there are also different instructions for different sizes |
| of values to move. For example, we have been using movl to move data a word at |
| a time. in many cases, you will only want to move data a byte at a time. This is |
| accomplished by the instruction movb. However, since the registers we have |
| discussed are word-sized and not byte-sized, you cannot use the full register. |
| Instead, you have to use a portion of the register. |
|
|
| Take for instance %eax. If you only wanted to work with two bytes at a time, you |
| could just use %ax. %ax is the least-significant half (i.e. - the last part of the |
| number) of the %eax register, and is useful when dealing with two-byte quantities. |
| %ax is further divided up into %al and %ah. %al is the least-significant byte of |
| %ax, and %ah is the most significant byte.14 Loading a value into %eax will wipe |
| out whatever was in %al and %ah (and also %ax, since %ax is made up of them). |
| Similarly, loading a value into either %al or %ah will corrupt any value that was |
| formerly in %eax. Basically, it’s wise to only use a register for either a byte or a |
| word, but never both at the same time. |
|
|
| 14. When we talk about the most or least significant byte, it may be a little confusing. Let’s |
| take the number 5432. In that number, 54 is the most significant half of that number and 32 |
| is the least significant half. You can’t quite divide it like that for registers, since they operate |
| on base 2 rather than base 10 numbers, but that’s the basic idea. For more information on |
| this topic, see Chapter 10. |
|
|
| 44 |
|
|
| Chapter 3. Your First Programs |
|
|
| Layout of the %eax register |
|
|
| For a more comprehensive list of instructions, see Appendix B. |
|
|
| Review |
|
|
| Know the Concepts |
|
|
| • What does if mean if a line in the program starts with the ’#’ character? |
|
|
| • What is the difference between an assembly language file and an object code |
|
|
| file? |
|
|
| • What does the linker do? |
|
|
| • How do you check the result status code of the last program you ran? |
|
|
| • What is the difference between movl $1, %eax and movl 1, %eax? |
|
|
| 45 |
|
|
| Chapter 3. Your First Programs |
|
|
| • Which register holds the system call number? |
|
|
| • What are indexes used for? |
|
|
| • Why do indexes usually start at 0? |
|
|
| • |
|
|
| If I issued the command movl data_items(,%edi,4), %eax and |
| data_items was address 3634 and %edi held the value 13, what address would |
| you be using to move into %eax? |
|
|
| • List the general-purpose registers. |
|
|
| • What is the difference between movl and movb? |
|
|
| • What is flow control? |
|
|
| • What does a conditional jump do? |
|
|
| • What things do you have to plan for when writing a program? |
|
|
| • Go through every instruction and list what addressing mode is being used for |
|
|
| each operand. |
|
|
| Use the Concepts |
|
|
| • Modify the first program to return the value 3. |
|
|
| • Modify the maximum program to find the minimum instead. |
|
|
| • Modify the maximum program to use the number 255 to end the list rather than |
|
|
| the number 0 |
|
|
| • Modify the maximum program to use an ending address rather than the number |
|
|
| 0 to know when to stop. |
|
|
| • Modify the maximum program to use a length count rather than the number 0 to |
|
|
| know when to stop. |
|
|
| 46 |
|
|
| • What would the instruction movl _start, %eax do? Be specific, based on |
| your knowledge of both addressing modes and the meaning of _start. How |
| would this differ from the instruction movl $_start, %eax? |
|
|
| Chapter 3. Your First Programs |
|
|
| Going Further |
|
|
| • Modify the first program to leave off the int instruction line. Assemble, link, |
| and execute the new program. What error message do you get. Why do you |
| think this might be? |
|
|
| • So far, we have discussed three approaches to finding the end of the list - using |
| a special number, using the ending address, and using the length count. Which |
| approach do you think is best? Why? Which approach would you use if you |
| knew that the list was sorted? Why? |
|
|
| 47 |
|
|
| Chapter 3. Your First Programs |
|
|
| 48 |
|
|
| Chapter 4. All About Functions |
|
|
| Dealing with Complexity |
|
|
| In Chapter 3, the programs we wrote only consisted of one section of code. |
| However, if we wrote real programs like that, it would be impossible to maintain |
| them. It would be really difficult to get multiple people working on the project, as |
| any change in one part might adversely affect another part that another developer |
| is working on. |
|
|
| To assist programmers in working together in groups, it is necessary to break |
| programs apart into separate pieces, which communicate with each other through |
| well-defined interfaces. This way, each piece can be developed and tested |
| independently of the others, making it easier for multiple programmers to work on |
| the project. |
|
|
| Programmers use functions to break their programs into pieces which can be |
| independently developed and tested. Functions are units of code that do a defined |
| piece of work on specified types of data. For example, in a word processor |
| program, I may have a function called handle_typed_character which is |
| activated whenever a user types in a key. The data the function uses would |
| probably be the keypress itself and the document the user currently has open. The |
| function would then modify the document according to the keypress it was told |
| about. |
|
|
| The data items a function is given to process are called it’s parameters. In the |
| word processing example, the key which was pressed and the document would be |
| considered parameters to the handle_typed_characters function. The |
| parameter list and the processing expectations of a function (what it is expected to |
| do with the parameters) are called the function’s interface. Much care goes into |
| designing function interfaces, because if they are called from many places within a |
| project, it is difficult to change them if necessary. |
|
|
| A typical program is composed of hundreds or thousands of functions, each with a |
|
|
| 49 |
|
|
| Chapter 4. All About Functions |
|
|
| small, well-defined task to perform. However, ultimately there are things that you |
| cannot write functions for which must be provided by the system. Those are called |
| primitive functions (or just primitives) - they are the basics which everything else |
| is built off of. For example, imagine a program that draws a graphical user |
| interface. There has to be a function to create the menus. That function probably |
| calls other functions to write text, to write icons, to paint the background, |
| calculate where the mouse pointer is, etc. However, ultimately, they will reach a |
| set of primitives provided by the operating system to do basic line or point |
| drawing. Programming can either be viewed as breaking a large program down |
| into smaller pieces until you get to the primitive functions, or incrementally |
| building functions on top of primitives until you get the large picture in focus. In |
| assembly language, the primitives are usually the same thing as the system calls, |
| even though system calls aren’t true functions as we will talk about in this chapter. |
|
|
| How Functions Work |
|
|
| Functions are composed of several different pieces: |
|
|
| function name |
|
|
| A function’s name is a symbol that represents the address where the |
| function’s code starts. In assembly language, the symbol is defined by typing |
| the the function’s name as a label before the function’s code. This is just like |
| labels you have used for jumping. |
|
|
| function parameters |
|
|
| A function’s parameters are the data items that are explicitly given to the |
| function for processing. For example, in mathematics, there is a sine |
| function. If you were to ask a computer to find the sine of 2, sine would be |
| the function’s name, and 2 would be the parameter. Some functions have |
|
|
| 50 |
|
|
| Chapter 4. All About Functions |
|
|
| many parameters, others have none.1 |
|
|
| local variables |
|
|
| Local variables are data storage that a function uses while processing that is |
| thrown away when it returns. It’s kind of like a scratch pad of paper. |
| Functions get a new piece of paper every time they are activated, and they |
| have to throw it away when they are finished processing. Local variables of a |
| function are not accessible to any other function within a program. |
|
|
| static variables |
|
|
| Static variables are data storage that a function uses while processing that is |
| not thrown away afterwards, but is reused for every time the function’s code |
| is activated. This data is not accessible to any other part of the program. |
| Static variables are generally not used unless absolutely necessary, as they |
| can cause problems later on. |
|
|
| global variables |
|
|
| Global variables are data storage that a function uses for processing which |
| are managed outside the function. For example, a simple text editor may put |
| the entire contents of the file it is working on in a global variable so it doesn’t |
| have to be passed to every function that operates on it.2 Configuration values |
| are also often stored in global variables. |
|
|
| return address |
|
|
| The return address is an "invisible" parameter in that it isn’t directly used |
| during the function. The return address is a parameter which tells the function |
|
|
| 1. Function parameters can also be used to hold pointers to data that the function wants to |
| send back to the program. |
| 2. This is generally considered bad practice. Imagine if a program is written this way, and |
| in the next version they decided to allow a single instance of the program edit multiple files. |
| Each function would then have to be modified so that the file that was being manipulated |
| would be passed as a parameter. If you had simply passed it as a parameter to begin with, |
| most of your functions could have survived your upgrade unchanged. |
|
|
| 51 |
|
|
| Chapter 4. All About Functions |
|
|
| where to resume executing after the function is completed. This is needed |
| because functions can be called to do processing from many different parts of |
| your program, and the function needs to be able to get back to wherever it |
| was called from. In most programming languages, this parameter is passed |
| automatically when the function is called. In assembly language, the call |
| instruction handles passing the return address for you, and ret handles using |
| that address to return back to where you called the function from. |
|
|
| return value |
|
|
| The return value is the main method of transferring data back to the main |
| program. Most programming languages only allow a single return value for a |
| function. |
|
|
| These pieces are present in most programming languages. How you specify each |
| piece is different in each one, however. |
|
|
| The way that the variables are stored and the parameters and return values are |
| transferred by the computer varies from language to language as well. This |
| variance is known as a language’s calling convention, because it describes how |
| functions expect to get and receive data when they are called.3 |
|
|
| Assembly language can use any calling convention it wants to. You can even make |
| one up yourself. However, if you want to interoperate with functions written in |
| other languages, you have to obey their calling conventions. We will use the |
| calling convention of the C programming language for our examples because it is |
| the most widely used, and because it is the standard for Linux platforms. |
|
|
| 3. A convention is a way of doing things that is standardized, but not forcibly so. For ex- |
| ample, it is a convention for people to shake hands when they meet. If I refuse to shake |
| hands with you, you may think I don’t like you. Following conventions is important be- |
| cause it makes it easier for others to understand what you are doing, and makes it easier for |
| programs written by multiple independent authors to work together. |
|
|
| 52 |
|
|
| Chapter 4. All About Functions |
|
|
| Assembly-Language Functions using the C Calling |
| Convention |
|
|
| You cannot write assembly-language functions without understanding how the |
| computer’s stack works. Each computer program that runs uses a region of |
| memory called the stack to enable functions to work properly. Think of a stack as |
| a pile of papers on your desk which can be added to indefinitely. You generally |
| keep the things that you are working on toward the top, and you take things off as |
| you are finished working with them. |
|
|
| Your computer has a stack, too. The computer’s stack lives at the very top |
| addresses of memory. You can push values onto the top of the stack through an |
| instruction called pushl, which pushes either a register or memory value onto the |
| top of the stack. Well, we say it’s the top, but the "top" of the stack is actually the |
| bottom of the stack’s memory. Although this is confusing, the reason for it is that |
| when we think of a stack of anything - dishes, papers, etc. - we think of adding |
| and removing to the top of it. However, in memory the stack starts at the top of |
| memory and grows downward due to architectural considerations. Therefore, |
| when we refer to the "top of the stack" remember it’s at the bottom of the stack’s |
| memory. You can also pop values off the top using an instruction called popl. |
| This removes the top value from the stack and places it into a register or memory |
| location of your choosing.. |
|
|
| When we push a value onto the stack, the top of the stack moves to accomodate the |
| additional value. We can actually continually push values onto the stack and it will |
| keep growing further and further down in memory until we hit our code or data. |
| So how do we know where the current "top" of the stack is? The stack register, |
| %esp, always contains a pointer to the current top of the stack, wherever it is. |
|
|
| Every time we push something onto the stack with pushl, %esp gets subtracted |
| by 4 so that it points to the new top of the stack (remember, each word is four |
| bytes long, and the stack grows downward). If we want to remove something from |
| the stack, we simply use the popl instruction, which adds 4 to %esp and puts the |
| previous top value in whatever register you specified. pushl and popl each take |
|
|
| 53 |
|
|
| Chapter 4. All About Functions |
|
|
| one operand - the register to push onto the stack for pushl, or receive the data that |
| is popped off the stack for popl. |
|
|
| If we simply want to access the value on the top of the stack without removing it, |
| we can simply use the %esp register in indirect addressing mode. For example, the |
| following code moves whatever is at the top of the stack into %eax: |
|
|
| movl (%esp), %eax |
|
|
| If we were to just do this: |
|
|
| movl %esp, %eax |
|
|
| then %eax would just hold the pointer to the top of the stack rather than the value |
| at the top. Putting %esp in parenthesis causes the computer to go to indirect |
| addressing mode, and therefore we get the value pointed to by %esp. If we want to |
| access the value right below the top of the stack, we can simply issue this |
| instruction: |
|
|
| movl 4(%esp), %eax |
|
|
| This instruction uses the base pointer addressing mode (see the Section called |
| Data Accessing Methods in Chapter 2) which simply adds 4 to %esp before |
| looking up the value being pointed to. |
|
|
| In the C language calling convention, the stack is the key element for |
| implementing a function’s local variables, parameters, and return address. |
|
|
| Before executing a function, a program pushes all of the parameters for the |
| function onto the stack in the reverse order that they are documented. Then the |
| program issues a call instruction indicating which function it wishes to start. The |
| call instruction does two things. First it pushes the address of the next |
| instruction, which is the return address, onto the stack. Then it modifies the |
| instruction pointer (%eip) to point to the start of the function. So, at the time the |
| function starts, the stack looks like this (the "top" of the stack is at the bottom on |
|
|
| 54 |
|
|
| Chapter 4. All About Functions |
|
|
| this example): |
|
|
| Parameter #N |
| ... |
| Parameter 2 |
| Parameter 1 |
| Return Address <--- (%esp) |
|
|
| Each of the parameters of the function have been pushed onto the stack, and |
| finally the return address is there. Now the function itself has some work to do. |
|
|
| The first thing it does is save the current base pointer register, %ebp, by doing |
| pushl %ebp. The base pointer is a special register used for accessing function |
| parameters and local variables. Next, it copies the stack pointer to %ebp by doing |
| movl %esp, %ebp. This allows you to be able to access the function parameters |
| as fixed indexes from the base pointer. You may think that you can use the stack |
| pointer for this. However, during your program you may do other things with the |
| stack such as pushing arguments to other functions. |
|
|
| Copying the stack pointer into the base pointer at the beginning of a function |
| allows you to always know where your parameters are (and as we will see, local |
| variables too), even while you may be pushing things on and off the stack. |
| %ebp will always be where the stack pointer was at the beginning of the function, |
| so it is more or less a constant reference to the stack frame (the stack frame |
| consists of all of the stack variables used within a function, including parameters, |
| local variables, and the return address). |
|
|
| At this point, the stack looks like this: |
|
|
| <--- N*4+4(%ebp) |
|
|
| Parameter #N |
| ... |
| <--- 12(%ebp) |
| Parameter 2 |
| Parameter 1 |
| <--- 8(%ebp) |
| Return Address <--- 4(%ebp) |
| Old %ebp |
|
|
| <--- (%esp) and (%ebp) |
|
|
| 55 |
|
|
| Chapter 4. All About Functions |
|
|
| As you can see, each parameter can be accessed using base pointer addressing |
| mode using the %ebp register. |
|
|
| Next, the function reserves space on the stack for any local variables it needs. This |
| is done by simply moving the stack pointer out of the way. Let’s say that we are |
| going to need two words of memory to run a function. We can simply move the |
| stack pointer down two words to reserve the space. This is done like this: |
|
|
| subl $8, %esp |
|
|
| This subtracts 8 from %esp (remember, a word is four bytes long).4 This way, we |
| can use the stack for variable storage without worring about clobbering them with |
| pushes that we may make for function calls. Also, since it is allocated on the stack |
| frame for this function call, the variable will only be alive during this function. |
| When we return, the stack frame will go away, and so will these variables. That’s |
| why they are called local - they only exist while this function is being called. |
|
|
| Now we have two words for local storage. Our stack now looks like this: |
|
|
| <--- N*4+4(%ebp) |
|
|
| Parameter #N |
| ... |
| Parameter 2 |
| Parameter 1 |
| Return Address |
| Old %ebp |
| Local Variable 1 <--- -4(%ebp) |
| Local Variable 2 <--- -8(%ebp) and (%esp) |
|
|
| <--- 12(%ebp) |
| <--- 8(%ebp) |
| <--- 4(%ebp) |
| <--- (%ebp) |
|
|
| So we can now access all of the data we need for this function by using base |
| pointer addressing using different offsets from %ebp. %ebp was made specifically |
| for this purpose, which is why it is called the base pointer. You can use other |
| registers in base pointer addressing mode, but the x86 architecture makes using |
| the %ebp register a lot faster. |
|
|
| Just a reminder - the dollar sign in front of the eight indicates immediate mode address- |
|
|
| 4. |
| ing, meaning that we load the number 8 into %esp rather than the value at address 8. |
|
|
| 56 |
|
|
| Chapter 4. All About Functions |
|
|
| Global variables and static variables are accessed just like we have been accessing |
| memory in previous chapters. The only difference between the global and static |
| variables is that static variables are only used by one function, while global |
| variables are used by many functions. Assembly language treats them exactly the |
| same, although most other languages distinguish them. |
|
|
| When a function is done executing, it does three things: |
|
|
| 1. It stores it’s return value in %eax. |
|
|
| 2. It resets the stack to what it was when it was called (it gets rid of the current |
| stack frame and puts the stack frame of the calling code back into effect). |
|
|
| 3. It returns control back to wherever it was called from. This is done using the |
| ret instruction, which pops whatever value is at the top of the stack, and sets |
| the instruction pointer, %eip, to that value. |
|
|
| So, before a function returns control to the code that called it, it must restore the |
| previous stack frame. Note also that without doing this, ret wouldn’t work, |
| because in our current stack frame, the return address is not at the top of the stack. |
| Therefore, before we return, we have to reset the stack pointer %esp and base |
| pointer %ebp to what they were when the function began. |
|
|
| Therefore to return from the function you have to do the following: |
|
|
| movl %ebp, %esp |
| popl %ebp |
| ret |
|
|
| At this point, you should consider all local variables to be disposed of. The reason |
| is that after you move the stack pointer back, future stack pushes will likely |
| overwrite everything you put there. Therefore, you should never save the address |
| of a local variable past the life of the function it was created in, or else it will be |
| overwritten after the life of it’s stack frame ends. |
|
|
| 57 |
|
|
| Chapter 4. All About Functions |
|
|
| Control has now beenhanded back to the calling code, which can now examine |
| %eax for the return value. The calling code also needs to pop off all of the |
| parameters it pushed onto the stack in order to get the stack pointer back where it |
| was (you can also simply add 4 * number of paramters to %esp using the addl |
| instruction, if you don’t need the values of the parameters anymore).5 |
|
|
| Destruction of Registers |
|
|
| When you call a function, you should assume that everything currently |
| in your registers will be wiped out. The only register that is guaranteed |
| to be left with the value it started with is %ebp. %eax is guaranteed to be |
| overwritten, and the others likely are. If there are registers you want to |
| save before calling a function, you need to save them by pushing them |
| on the stack before pushing the function’s paramters. You can then pop |
| them back off in reverse order after popping off the parameters. Even if |
| you know a function does not overwrite a register you should save it, |
| because future versions of that function may. |
|
|
| Other languages’ calling conventions may be different. For example, |
| other calling conventions may place the burden on the function to save |
| any registers it uses. Be sure to check to make sure the calling |
| conventions of your languages are compatible before trying to mix |
| languages. Or in the case of assembly language, be sure you know |
| how to call the other language’s functions. them. |
|
|
| Extended Specification: Details of the C language calling convention (also |
| known as the ABI, or Application Binary Interface) is available online. We |
| have oversimplified and left out several important pieces to make this simpler |
| for new programmers. For full details, you should check out the documents |
| available at http://www.linuxbase.org/spec/refspecs/ Specifically, you should |
|
|
| 5. This is not always strictly needed unless you are saving registers on the stack before |
| a function call. The base pointer keeps the stack frame in a reasonably consistent state. |
| However, it is still a good idea, and is absolutely necessary if you are temporarily saving |
| registers on the stack.. |
|
|
| 58 |
|
|
| look for the System V Application Binary Interface - Intel386 Architecture |
| Processor Supplement. |
|
|
| Chapter 4. All About Functions |
|
|
| A Function Example |
|
|
| Let’s take a look at how a function call works in a real program. The function we |
| are going to write is the power function. We will give the power function two |
| parameters - the number and the power we want to raise it to. For example, if we |
| gave it the paramters 2 and 3, it would raise 2 to the power of 3, or 2*2*2, giving |
| 8. In order to make this program simple, we will only allow numbers 1 and greater. |
|
|
| The following is the code for the complete program. As usual, an explanation |
| follows. Name the file power.s. |
|
|
| #PURPOSE: |
| # |
| # |
| # |
|
|
| Program to illustrate how functions work |
| This program will compute the value of |
| 2^3 + 5^2 |
|
|
| #Everything in the main program is stored in registers, |
| #so the data section doesn’t have anything. |
| .section .data |
|
|
| .section .text |
|
|
| .globl _start |
|
|
| _start: |
|
|
| pushl $3 |
| pushl $2 |
| call power |
| addl $8, %esp |
|
|
| #push second argument |
| #push first argument |
| #call the function |
| #move the stack pointer back |
|
|
| 59 |
|
|
| Chapter 4. All About Functions |
|
|
| pushl %eax |
|
|
| pushl $2 |
| pushl $5 |
| call power |
| addl $8, %esp |
|
|
| popl %ebx |
|
|
| addl %eax, %ebx |
|
|
| movl $1, %eax |
| int |
|
|
| $0x80 |
|
|
| #save the first answer before |
| #calling the next function |
|
|
| #push second argument |
| #push first argument |
| #call the function |
| #move the stack pointer back |
|
|
| #The second answer is already |
| #in %eax. We saved the |
| #first answer onto the stack, |
| #so now we can just pop it |
| #out into %ebx |
|
|
| #add them together |
| #the result is in %ebx |
|
|
| #exit (%ebx is returned) |
|
|
| This function is used to compute |
| the value of a number raised to |
| a power. |
|
|
| First argument - the base number |
| Second argument - the power to |
|
|
| raise it to |
|
|
| Will give the result as a return value |
|
|
| The power must be 1 or greater |
|
|
| %ebx - holds the base number |
| %ecx - holds the power |
|
|
| #PURPOSE: |
| # |
| # |
| # |
| #INPUT: |
| # |
| # |
| # |
| #OUTPUT: |
| # |
| #NOTES: |
| # |
| #VARIABLES: |
| # |
| # |
|
|
| 60 |
|
|
| Chapter 4. All About Functions |
|
|
| # |
| # |
| # |
| # |
| # |
| .type power, @function |
|
|
| -4(%ebp) - holds the current result |
|
|
| %eax is used for temporary storage |
|
|
| power: |
|
|
| pushl %ebp |
| movl %esp, %ebp |
| subl $4, %esp |
|
|
| #save old base pointer |
| #make stack pointer the base pointer |
| #get room for our local storage |
|
|
| movl 8(%ebp), %ebx |
| movl 12(%ebp), %ecx #put second argument in %ecx |
|
|
| #put first argument in %eax |
|
|
| movl %ebx, -4(%ebp) #store current result |
|
|
| power_loop_start: |
| cmpl $1, %ecx |
| je |
| movl -4(%ebp), %eax #move the current result into %eax |
| imull %ebx, %eax |
|
|
| #if the power is 1, we are done |
|
|
| end_power |
|
|
| #multiply the current result by |
| #the base number |
|
|
| movl %eax, -4(%ebp) #store the current result |
|
|
| decl %ecx |
| jmp |
|
|
| power_loop_start #run for the next power |
|
|
| #decrease the power |
|
|
| end_power: |
|
|
| movl -4(%ebp), %eax |
| movl %ebp, %esp |
| popl %ebp |
| ret |
|
|
| #return value goes in %eax |
| #restore the stack pointer |
| #restore the base pointer |
|
|
| 61 |
|
|
| Chapter 4. All About Functions |
|
|
| Type in the program, assemble it, and run it. Try calling power for different values, |
| but remember that the result has to be less than 256 when it is passed back to the |
| operating system. Also try subtracting the results of the two computations. Try |
| adding a third call to the power function, and add it’s result back in. |
|
|
| The main program code is pretty simple. You push the arguments onto the stack, |
| call the function, and then move the stack pointer back. The result is stored in |
| %eax. Note that between the two calls to power, we save the first value onto the |
| stack. This is because the only register that is guaranteed to be saved is %ebp. |
| Therefore we push the value onto the stack, and pop the value back off after the |
| second function call is complete. |
|
|
| Let’s look at how the function itself is written. Notice that before the function, |
| there is documentation as to what the function does, what it’s arguments are, and |
| what it gives as a return value. This is useful for programmers who use this |
| function. This is the function’s interface. This lets the programmer know what |
| values are needed on the stack, and what will be in %eax at the end. |
|
|
| We then have the following line: |
|
|
| .type power,@function |
|
|
| This tells the linker that the symbol power should be treated as a function. Since |
| this program is only in one file, it would work just the same with this left out. |
| However, it is good practice. |
|
|
| After that, we define the value of the power label: |
|
|
| power: |
|
|
| As mentioned previously, this defines the symbol power to be the address where |
| the instructions following the label begin. This is how call power works. It |
| transfers control to this spot of the program. The difference between call and |
| jmp is that call also pushes the return address onto the stack so that the function |
| can return, while the jmp does not. |
|
|
| 62 |
|
|
| Next, we have our instructions to set up our function: |
|
|
| Chapter 4. All About Functions |
|
|
| pushl %ebp |
| movl |
| subl |
|
|
| %esp, %ebp |
| $4, %esp |
|
|
| At this point, our stack looks like this: |
|
|
| <--- 12(%ebp) |
| Base Number |
| <--- 8(%ebp) |
| Power |
| Return Address <--- 4(%ebp) |
| Old %ebp |
| Current result <--- -4(%ebp) and (%esp) |
|
|
| <--- (%ebp) |
|
|
| Although we could use a register for temporary storage, this program uses a local |
| variable in order to show how to set it up. Often times there just aren’t enough |
| registers to store everything, so you have to offload them into local variables. |
| Other times, your function will need to call another function and send it a pointer |
| to some of your data. You can’t have a pointer to a register, so you have to store it |
| in a local variable in order to send a pointer to it. |
|
|
| Basically, what the program does is start with the base number, and store it both as |
| the multiplier (stored in %ebx) and the current value (stored in -4(%ebp)). It also |
| has the power stored in %ecx It then continually multiplies the current value by |
| the multiplier, decreases the power, and leaves the loop if the power (in %ecx) gets |
| down to 1. |
|
|
| By now, you should be able to go through the program without help. The only |
| things you should need to know is that imull does integer multiplication and |
| stores the result in the second operand, and decl decreases the given register by 1. |
| For more information on these and other instructions, see Appendix B |
|
|
| A good project to try now is to extend the program so it will return the value of a |
| number if the power is 0 (hint, anything raised to the zero power is 1). Keep |
| trying. If it doesn’t work at first, try going through your program by hand with a |
|
|
| 63 |
|
|
| Chapter 4. All About Functions |
|
|
| scrap of paper, keeping track of where %ebp and %esp are pointing, what is on the |
| stack, and what the values are in each register. |
|
|
| Recursive Functions |
|
|
| The next program will stretch your brains even more. The program will compute |
| the factorial of a number. A factorial is the product of a number and all the |
| numbers between it and one. For example, the factorial of 7 is 7*6*5*4*3*2*1, |
| and the factorial of 4 is 4*3*2*1. Now, one thing you might notice is that the |
| factorial of a number is the same as the product of a number and the factorial just |
| below it. For example, the factorial of 4 is 4 times the factorial of 3. The factorial |
| of 3 is 3 times the factorial of 2. 2 is 2 times the factorial of 1. The factorial of 1 is |
| 1. This type of definition is called a recursive definition. That means, the definition |
| of the factorial function includes the factorial funtion itself. However, since all |
| functions need to end, a recursive definition must include a base case. The base |
| case is the point where recursion will stop. Without a base case, the function |
| would go on forever calling itself until it eventually ran out of stack space. In the |
| case of the factorial, the base case is the number 1. When we hit the number 1, we |
| don’t run the factorial again, we just say that the factorial of 1 is 1. So, let’s run |
| through what we want the code to look like for our factorial function: |
|
|
| 1. Examine the number |
|
|
| 2. Is the number 1? |
|
|
| 3. If so, the answer is one |
|
|
| 4. Otherwise, the answer is the number times the factorial of the number minus |
|
|
| one |
|
|
| This would be problematic if we didn’t have local variables. In other programs, |
| storing values in global variables worked fine. However, global variables only |
| provide one copy of each variable. In this program, we will have multiple copies |
|
|
| 64 |
|
|
| Chapter 4. All About Functions |
|
|
| of the function running at the same time, all of them needing their own copies of |
| the data!6 Since local variables exist on the stack frame, and each function call |
| gets its own stack frame, we are okay. |
|
|
| Let’s look at the code to see how this works: |
|
|
| #PURPOSE - Given a number, this program computes the |
| # |
| For example, the factorial of |
| # |
| # |
| # |
|
|
| factorial. |
| 3 is 3 * 2 * 1, or 6. The factorial of |
| 4 is 4 * 3 * 2 * 1, or 24, and so on. |
|
|
| #This program shows how to call a function recursively. |
|
|
| .section .data |
|
|
| #This program has no global data |
|
|
| .section .text |
|
|
| .globl _start |
| .globl factorial #this is unneeded unless we want to share |
|
|
| #this function among other programs |
|
|
| _start: |
|
|
| pushl $4 |
|
|
| call factorial |
| addl $4, %esp |
|
|
| #The factorial takes one argument - the |
| #number we want a factorial of. So, it |
| #gets pushed |
| #run the factorial function |
| #Scrubs the parameter that was pushed on |
| #the stack |
|
|
| movl %eax, %ebx #factorial returns the answer in %eax, but |
| #we want it in %ebx to send it as our exit |
| #status |
|
|
| 6. By "running at the same time" I am talking about the fact that one will not have finished |
| before a new one is activated. I am not implying that their instructions are running at the |
| same time. |
|
|
| 65 |
|
|
| Chapter 4. All About Functions |
|
|
| movl $1, %eax |
| int |
|
|
| $0x80 |
|
|
| #call the kernel’s exit function |
|
|
| #This is the actual function definition |
| .type factorial,@function |
|
|
| factorial: |
|
|
| pushl %ebp |
|
|
| #standard function stuff - we have to |
| #restore %ebp to its prior state before |
| #returning, so we have to push it |
|
|
| movl %esp, %ebp #This is because we don’t want to modify |
|
|
| #the stack pointer, so we use %ebp. |
|
|
| movl 8(%ebp), %eax #This moves the first argument to %eax |
|
|
| cmpl $1, %eax |
|
|
| #4(%ebp) holds the return address, and |
| #8(%ebp) holds the first parameter |
|
|
| #If the number is 1, that is our base |
| #case, and we simply return (1 is |
| #already in %eax as the return value) |
|
|
| je end_factorial |
| decl %eax |
| pushl %eax |
| call factorial |
| movl 8(%ebp), %ebx #%eax has the return value, so we |
|
|
| #otherwise, decrease the value |
| #push it for our call to factorial |
| #call factorial |
|
|
| #reload our parameter into %ebx |
| #multiply that by the result of the |
| #last call to factorial (in %eax) |
| #the answer is stored in %eax, which |
| #is good since that’s where return |
| #values go. |
|
|
| #standard function return stuff - we |
| #have to restore %ebp and %esp to where |
| #they were before the function started |
| #return to the function (this pops the |
|
|
| imull %ebx, %eax |
|
|
| end_factorial: |
|
|
| movl |
| popl |
|
|
| %ebp, %esp |
| %ebp |
|
|
| ret |
|
|
| 66 |
|
|
| Chapter 4. All About Functions |
|
|
| #return value, too) |
|
|
| Assemble, link, and run it with these commands: |
|
|
| as factorial.s -o factorial.o |
| ld factorial.o -o factorial |
| ./factorial |
| echo $? |
|
|
| This should give you the value 24. 24 is the factorial of 4, you can test it out |
| yourself with a calculator: 4 * 3 * 2 * 1 = 24. |
|
|
| I’m guessing you didn’t understand the whole code listing. Let’s go through it a |
| line at a time to see what is happening. |
|
|
| _start: |
|
|
| pushl $4 |
| call factorial |
|
|
| Okay, this program is intended to compute the factorial of the number 4. When |
| programming functions, you are supposed to put the parameters of the function on |
| the top of the stack right before you call it. Remember, a function’s parameters are |
| the data that you want the function to work with. In this case, the factorial function |
| takes 1 parameter - the number you want the factorial of. |
|
|
| The pushl instruction puts the given value at the top of the stack. The call |
| instruction then makes the function call. |
|
|
| Next we have these lines: |
|
|
| addl |
| movl |
| movl |
|
|
| $4, %esp |
| %eax, %ebx |
| $1, %eax |
|
|
| 67 |
|
|
| Chapter 4. All About Functions |
|
|
| int |
|
|
| $0x80 |
|
|
| This takes place after factorial has finished and computed the factorial of 4 for |
| us. Now we have to clean up the stack. The addl instruction moves the stack |
| pointer back to where it was before we pushed the $4 onto the stack. You should |
| always clean up your stack parameters after a function call returns. |
|
|
| The next instruction moves %eax to %ebx. What’s in %eax? It is factorial’s |
| return value. In our case, it is the value of the factorial function. With 4 as our |
| parameter, 24 should be our return value. Remember, return values are always |
| stored in %eax. We want to return this value as the status code to the operating |
| system. However, Linux requires that the program’s exit status be stored in %ebx, |
| not %eax, so we have to move it. Then we do the standard exit system call. |
|
|
| The nice thing about function calls is that: |
|
|
| • Other programmers don’t have to know anything about them except it’s |
|
|
| arguments to use them. |
|
|
| • They provide standardized building blocks from which you can form a program. |
|
|
| • They can be called multiple times and from multiple locations and they always |
| know how to get back to where they were since call pushes the return address |
| onto the stack. |
|
|
| These are the main advantages of functions. Larger programs also use functions to |
| break down complex pieces of code into smaller, simpler ones. In fact, almost all |
| of programming is writing and calling functions. |
|
|
| Let’s now take a look at how the factorial function itself is implemented. |
|
|
| Before the function starts, we have this directive: |
|
|
| .type factorial,@function |
|
|
| factorial: |
|
|
| 68 |
|
|
| Chapter 4. All About Functions |
|
|
| The .type directive tells the linker that factorial is a function. This isn’t really |
| needed unless we were using factorial in other programs. We have included it |
| for completeness. The line that says factorial: gives the symbol factorial |
| the storage location of the next instruction. That’s how call knew where to go |
| when we said call factorial. |
|
|
| The first real instructions of the function are: |
|
|
| pushl %ebp |
| movl |
|
|
| %esp, %ebp |
|
|
| As shown in the previous program, this creates the stack frame for this function. |
| These two lines will be the way you should start every function. |
|
|
| The next instruction is this: |
|
|
| movl |
|
|
| 8(%ebp), %eax |
|
|
| This uses base pointer addressing to move the first parameter of the function into |
| %eax. Remember, (%ebp) has the old %ebp, 4(%ebp) has the return address, and |
| 8(%ebp) is the location of the first parameter to the function. If you think back, |
| this will be the value 4 on the first call, since that was what we pushed on the stack |
| before calling the function (with pushl $4). parameter into %eax. As this |
| function calls itself, it will have other values, too. |
|
|
| Next, we check to see if we’ve hit our base case (a parameter of 1). If so, we jump |
| to the instruction at the label end_factorial, where it will be returned. Et’s |
| already in %eax which we mentioned earlier is where you put return values. That |
| is accomplished by these lines: |
|
|
| cmpl $1, %eax |
| je end_factorial |
|
|
| If it’s not our base case, what did we say we would do? We would call the |
| factorial function again with our parameter minus one. So, first we decrease |
| %eax by one: |
|
|
| 69 |
|
|
| Chapter 4. All About Functions |
|
|
| decl %eax |
|
|
| decl stands for decrement. It subtracts 1 from the given register or memory |
| location (%eax in our case). incl is the inverse - it adds 1. After decrementing |
| %eax we push it onto the stack since it’s going to be the parameter of the next |
| function call. And then we call factorial again! |
|
|
| pushl %eax |
| call factorial |
|
|
| Okay, now we’ve called factorial. One thing to remember is that after a |
| function call, we can never know what the registers are (except %esp and %ebp). |
| So even though we had the value we were called with in %eax, it’s not there any |
| more. Therefore, we need pull it off the stack from the same place we got it the |
| first time (at 8(%ebp)). So, we do this: |
|
|
| movl 8(%ebp), %ebx |
|
|
| Now, we want to multiply that number with the result of the factorial function. If |
| you remember our previous discussion, the result of functions are left in %eax. So, |
| we need to multiply %ebx with %eax. This is done with this instruction: |
|
|
| imull %ebx, %eax |
|
|
| This also stores the result in %eax, which is exactly where we want the return |
| value for the function to be! Since the return value is in place we just need to leave |
| the function. If you remember, at the start of the function we pushed %ebp, and |
| moved %esp into %ebp to create the current stack frame. Now we reverse the |
| operation to destroy the current stack frame and reactivate the last one: |
|
|
| end_factorial: |
|
|
| movl %ebp, %esp |
| popl %ebp |
|
|
| Now we’re already to return, so we issue the following command |
|
|
| 70 |
|
|
| Chapter 4. All About Functions |
|
|
| ret |
|
|
| This pops the top value off of the stack, and then jumps to it. If you remember our |
| discussion about call, we said that call first pushed the address of the next |
| instruction onto the stack before it jumped to the beginning of the function. So, |
| here we pop it back off so we can return there. The function is done, and we have |
| our answer! |
|
|
| Like our previous program, you should look over the program again, and make |
| sure you know what everything does. Look back through this section and the |
| previous sections for the explanation of anything you don’t understand. Then, take |
| a piece of paper, and go through the program step-by-step, keeping track of what |
| the values of the registers are at each step, and what values are on the stack. Doing |
| this should deepen your understanding of what is going on. |
|
|
| Review |
|
|
| Know the Concepts |
|
|
| • What are primitives? |
|
|
| • What are calling conventions? |
|
|
| • What is the stack? |
|
|
| • How do pushl and popl affect the stack? What special-purpose register do |
|
|
| they affect? |
|
|
| • What are local variables and what are they used for? |
|
|
| • Why are local variables so necessary in recursive functions? |
|
|
| • What are %ebp and %esp used for? |
|
|
| • What is a stack frame? |
|
|
| 71 |
|
|
| Chapter 4. All About Functions |
|
|
| Use the Concepts |
|
|
| • Write a function called square which receives one argument and returns the |
|
|
| square of that argument. |
|
|
| • Write a program to test your square function. |
|
|
| • Convert the maximum program given in the Section called Finding a Maximum |
| Value in Chapter 3 so that it is a function which takes a pointer to several values |
| and returns their maximum. Write a program that calls maximum with 3 |
| different lists, and returns the result of the last one as the program’s exit status |
| code. |
|
|
| • Explain the problems that would arise without a standard calling convention. |
|
|
| Going Further |
|
|
| • Do you think it’s better for a system to have a large set of primitives or a small |
| one, assuming that the larger set can be written in terms of the smaller one? |
|
|
| • The factorial function can be written non-recursively. Do so. |
|
|
| • Find an application on the computer you use regularly. Try to locate a specific |
|
|
| feature, and practice breaking that feature out into functions. Define the |
| function interfaces between that feature and the rest of the program. |
|
|
| • Come up with your own calling convention. Rewrite the programs in this |
|
|
| chapter using it. An example of a different calling convention would be to pass |
| paramters in registers rather than the stack, to pass them in a different order, to |
| return values in other registers or memory locations. Whatever you pick, be |
| consistent and apply it throughout the whole program. |
|
|
| • Can you build a calling convention without using the stack? What limitations |
|
|
| might it have? |
|
|
| 72 |
|
|
| • What test cases should we use in our example program to check to see if it is |
|
|
| working properly? |
|
|
| Chapter 4. All About Functions |
|
|
| 73 |
|
|
| Chapter 4. All About Functions |
|
|
| 74 |
|
|
| Chapter 5. Dealing with Files |
|
|
| A lot of computer programming deals with files. After all, when we reboot our |
| computers, the only thing that remains from previous sessions are the things that |
| have been put on disk. Data which is stored in files is called persistent data, |
| because it persists in files that remain on the disk even when the program isn’t |
| running.. |
|
|
| The UNIX File Concept |
|
|
| Each operating system has it’s own way of dealing with files. However, the UNIX |
| method, which is used on Linux, is the simplest and most universal. UNIX files, |
| no matter what program created them, can all be accessed as a sequential stream |
| of bytes. When you access a file, you start by opening it by name. The operating |
| system then gives you a number, called a file descriptor, which you use to refer to |
| the file until you are through with it. You can then read and write to the file using |
| its file descriptor. When you are done reading and writing, you then close the file, |
| which then makes the file descriptor useless. |
|
|
| In our programs we will deal with files in the following ways: |
|
|
| 1. Tell Linux the name of the file to open, and in what mode you want it opened |
|
|
| (read, write, both read and write, create it if it doesn’t exist, etc.). This is |
| handled with the open system call, which takes a filename, a number |
| representing the mode, and a permission set as its parameters. %eax will hold |
| the system call number, which is 5. The address of the first character of the |
| filename should be stored in %ebx. The read/write intentions, represented as a |
| number, should be stored in %ecx. For now, use 0 for files you want to read |
| from, and 03101 for files you want to write to (you must include the leading |
| zero).1 Finally, the permission set should be stored as a number in %edx. If |
|
|
| 1. This will be explained in more detail in the Section called Truth, Falsehood, and Binary |
| Numbers in Chapter 10. |
|
|
| 75 |
|
|
| Chapter 5. Dealing with Files |
|
|
| you are unfamiliar with UNIX permissions, just use 0666 for the permissions |
| (again, you must include the leading zero). |
|
|
| 2. Linux will then return to you a file descriptor in %eax. Remember, this is a |
|
|
| number that you use to refer to this file throughout your program. |
|
|
| 3. Next you will operate on the file doing reads and/or writes, each time giving |
| Linux the file descriptor you want to use. read is system call 3, and to call it |
| you need to have the file descriptor in %ebx, the address of a buffer for storing |
| the data that is read in %ecx, and the size of the buffer in %edx. Buffers will be |
| explained in the Section called Buffers and .bss. read will return with either |
| the number of characters read from the file, or an error code. Error codes can |
| be distinguished because they are always negative numbers (more information |
| on negative numbers can be found in Chapter 10). write is system call 4, and |
| it requires the same parameters as the read system call, except that the buffer |
| should already be filled with the data to write out. The write system call will |
| give back the number of bytes written in %eax or an error code. |
|
|
| 4. When you are through with your files, you can then tell Linux to close them. |
| Afterwards, your file descriptor is no longer valid. This is done using close, |
| system call 6. The only parameter to close is the file descriptor, which is |
| placed in %ebx |
|
|
| Buffers and .bss |
|
|
| In the previous section we mentioned buffers without explaining what they were. |
| A buffer is a continuous block of bytes used for bulk data transfer. When you |
| request to read a file, the operating system needs to have a place to store the data it |
| reads. That place is called a buffer. Usually buffers are only used to store data |
| temporarily, and it is then read from the buffers and converted to a form that is |
| easier for the programs to handle. Our programs won’t be complicated enough to |
| need that done. For an example, let’s say that you want to read in a single line of |
| text from a file but you do not know how long that line is. You would then simply |
|
|
| 76 |
|
|
| Chapter 5. Dealing with Files |
|
|
| read a large number of bytes/characters from the file into a buffer, look for the |
| end-of-line character, and copy all of the characters to that end-of-line character to |
| another location. If you didn’t find and end-of-line character, you would allocate |
| another buffer and continue reading. You would probably wind up with some |
| characters left over in your buffer in this case, which you would use as the starting |
| point when you next need data from the file.2 |
|
|
| Another thing to note is that buffers are a fixed size, set by the programmer. So, if |
| you want to read in data 500 bytes at a time, you send the read system call the |
| address of a 500-byte unused location, and send it the number 500 so it knows how |
| big it is. You can make it smaller or bigger, depending on your application’s needs. |
|
|
| To create a buffer, you need to either reserve static or dynamic storage. Static |
| storage is what we have talked about so far, storage locations declared using |
| .long or .byte directives. Dynamic storage will be discussed in the Section |
| called Getting More Memory in Chapter 9. There are problems, though, with |
| declaring buffers using .byte. First, it is tedious to type. You would have to type |
| 500 numbers after the .byte declaration, and they wouldn’t be used for anything |
| but to take up space. Second, it uses up space in the executable. In the examples |
| we’ve used so far, it doesn’t use up too much, but that can change in larger |
| programs. If you want 500 bytes you have to type in 500 numbers and it wastes |
| 500 bytes in the executable. There is a solution to both of these. So far, we have |
| discussed two program sections, the .text and the .data sections. There is |
| another section called the .bss. This section is like the data section, except that it |
| doesn’t take up space in the executable. This section can reserve storage, but it |
| can’t initialize it. In the .data section, you could reserve storage and set it to an |
| initial value. In the .bss section, you can’t set an initial value. This is useful for |
| buffers because we don’t need to initialize them anyway, we just need to reserve |
| storage. In order to do this, we do the following commands: |
|
|
| .section .bss |
|
|
| 2. While this sounds complicated, most of the time in programming you will not need to |
| deal directly with buffers and file descriptors. In Chapter 8 you will learn how to use existing |
| code present in Linux to handle most of the complications of file input/output for you. |
|
|
| 77 |
|
|
| Chapter 5. Dealing with Files |
|
|
| .lcomm my_buffer, 500 |
|
|
| This directive, .lcomm, will create a symbol, my_buffer, that refers to a |
| 500-byte storage location that we can use as a buffer. We can then do the |
| following, assuming we have opened a file for reading and have placed the file |
| descriptor in %ebx: |
|
|
| movl $my_buffer, %ecx |
| movl 500, %edx |
| movl 3, %eax |
| int |
|
|
| $0x80 |
|
|
| This will read up to 500 bytes into our buffer. In this example, I placed a dollar |
| sign in front of my_buffer. Remember that the reason for this is that without the |
| dollar sign, my_buffer is treated as a memory location, and is accessed in direct |
| addressing mode. The dollar sign switches it to immediate mode addressing, |
| which actually loads the number represented by my_buffer (i.e. - the address of |
| the start of our buffer). (which is the address of my_buffer) itself into %ecx. |
|
|
| Standard and Special Files |
|
|
| You might think that programs start without any files open by default. This is not |
| true. Linux programs usually have at least three open file descriptors when they |
| begin. They are: |
|
|
| STDIN |
|
|
| This is the standard input. It is a read-only file, and usually represents your |
| keyboard.3 This is always file descriptor 0. |
|
|
| 3. As we mentioned earlier, in Linux, almost everything is a "file". Your keyboard input is |
| considered a file, and so is your screen display. |
|
|
| 78 |
|
|
| Chapter 5. Dealing with Files |
|
|
| STDOUT |
|
|
| This is the standard output. It is a write-only file, and usually represents your |
| screen display. This is always file descriptor 1. |
|
|
| STDERR |
|
|
| This is your standard error. It is a write-only file, and usually represents your |
| screen display. Most regular processing output goes to STDOUT, but any error |
| messages that come up in the process go to STDERR. This way, if you want to, |
| you can split them up into separate places. This is always file descriptor 2. |
|
|
| Any of these "files" can be redirected from or to a real file, rather than a screen or |
| a keyboard. This is outside the scope of this book, but any good book on the UNIX |
| command-line will describe it in detail. The program itself does not even need to |
| be aware of this indirection - it can just use the standard file descriptors as usual. |
|
|
| Notice that many of the files you write to aren’t files at all. UNIX-based operating |
| systems treat all input/output systems as files. Network connections are treated as |
| files, your serial port is treated like a file, even your audio devices are treated as |
| files. Communication between processes is usually done through special files |
| called pipes. Some of these files have different methods of opening and creating |
| them than regular files (i.e. - they don’t use the open system call), but they can all |
| be read from and written to using the standard read and write system calls. |
|
|
| Using Files in a Program |
|
|
| We are going to write a simple program to illustrate these concepts. The program |
| will take two files, and read from one, convert all of its lower-case letters to |
| upper-case, and write to the other file. Before we do so, let’s think about what we |
| need to do to get the job done: |
|
|
| • Have a function that takes a block of memory and converts it to upper-case. |
| This function would need an address of a block of memory and its size as |
|
|
| 79 |
|
|
| Chapter 5. Dealing with Files |
|
|
| parameters. |
|
|
| • Have a section of code that repeatedly reads in to a buffer, calls our conversion |
|
|
| function on the buffer, and then writes the buffer back out to the other file. |
|
|
| • Begin the program by opening the necessary files. |
|
|
| Notice that I’ve specified things in reverse order that they will be done. That’s a |
| useful trick in writing complex programs - first decide the meat of what is being |
| done. In this case, it’s converting blocks of characters to upper-case. Then, you |
| think about what all needs to be setup and processed to get that to happen. In this |
| case, you have to open files, and continually read and write blocks to disk. One of |
| the keys of programming is continually breaking down problems into smaller and |
| smaller chunks until it’s small enough that you can easily solve the problem. Then |
| you can build these chunks back up until you have a working program.4 |
|
|
| You may have been thinking that you will never remember all of these numbers |
| being thrown at you - the system call numbers, the interrupt number, etc. In this |
| program we will also introduce a new directive, .equ which should help out. |
| .equ allows you to assign names to numbers. For example, if you did .equ |
| LINUX_SYSCALL, 0x80, any time after that you wrote LINUX_SYSCALL, the |
| assembler would substitue 0x80 for that. So now, you can write |
|
|
| int $LINUX_SYSCALL |
|
|
| which is much easier to read, and much easier to remember. Coding is complex, |
| but there are a lot of things we can do like this to make it easier. |
|
|
| Here is the program. Note that we have more labels than we actually use for |
| jumps, because some of them are just there for clarity. Try to trace through the |
| program and see what happens in various cases. An in-depth explanation of the |
| program will follow. |
|
|
| #PURPOSE: |
|
|
| This program converts an input file |
|
|
| 4. Maureen Sprankle’s Problem Solving and Programming Concepts is an excellent book |
| on the problem-solving process applied to computer programming. |
|
|
| 80 |
|
|
| Chapter 5. Dealing with Files |
|
|
| to an output file with all letters |
| converted to uppercase. |
|
|
| # |
| # |
| # |
| #PROCESSING: 1) Open the input file |
| # |
| # |
| # |
| # |
| # |
| # |
| # |
|
|
| 2) Open the output file |
| 4) While we’re not at the end of the input file |
|
|
| a) read part of file into our memory buffer |
| b) go through each byte of memory |
|
|
| if the byte is a lower-case letter, |
| convert it to uppercase |
|
|
| c) write the memory buffer to output file |
|
|
| .section .data |
|
|
| #######CONSTANTS######## |
|
|
| #system call numbers |
| .equ SYS_OPEN, 5 |
| .equ SYS_WRITE, 4 |
| .equ SYS_READ, 3 |
| .equ SYS_CLOSE, 6 |
| .equ SYS_EXIT, 1 |
|
|
| You can combine them |
|
|
| #options for open (look at |
| #/usr/include/asm/fcntl.h for |
| #various values. |
| #by adding them or ORing them) |
| #This is discussed at greater length |
| #in "Counting Like a Computer" |
| .equ O_RDONLY, 0 |
| .equ O_CREAT_WRONLY_TRUNC, 03101 |
|
|
| #standard file descriptors |
| .equ STDIN, 0 |
| .equ STDOUT, 1 |
|
|
| 81 |
|
|
| Chapter 5. Dealing with Files |
|
|
| .equ STDERR, 2 |
|
|
| #system call interrupt |
| .equ LINUX_SYSCALL, 0x80 |
|
|
| .equ END_OF_FILE, 0 |
|
|
| #This is the return value |
| #of read which means we’ve |
| #hit the end of the file |
|
|
| .equ NUMBER_ARGUMENTS, 2 |
|
|
| .section .bss |
|
|
| #Buffer - this is where the data is loaded into |
| # |
| # |
| # |
| # |
| .equ BUFFER_SIZE, 500 |
| .lcomm BUFFER_DATA, BUFFER_SIZE |
|
|
| from the data file and written from |
| into the output file. This should |
| never exceed 16,000 for various |
| reasons. |
|
|
| .section .text |
|
|
| #STACK POSITIONS |
| .equ ST_SIZE_RESERVE, 8 |
| .equ ST_FD_IN, -4 |
| .equ ST_FD_OUT, -8 |
| .equ ST_ARGC, 0 |
| .equ ST_ARGV_0, 4 |
| .equ ST_ARGV_1, 8 |
| .equ ST_ARGV_2, 12 |
|
|
| #Number of arguments |
|
|
| #Name of program |
| #Input file name |
|
|
| #Output file name |
|
|
| .globl _start |
|
|
| _start: |
|
|
| ###INITIALIZE PROGRAM### |
| #save the stack pointer |
|
|
| 82 |
|
|
| Chapter 5. Dealing with Files |
|
|
| movl %esp, %ebp |
|
|
| #Allocate space for our file descriptors |
| #on the stack |
| subl $ST_SIZE_RESERVE, %esp |
|
|
| open_files: |
| open_fd_in: |
|
|
| ###OPEN INPUT FILE### |
| #open syscall |
| movl $SYS_OPEN, %eax |
| #input filename into %ebx |
| movl ST_ARGV_1(%ebp), %ebx |
| #read-only flag |
| movl $O_RDONLY, %ecx |
| #this doesn’t really matter for reading |
| movl $0666, %edx |
| #call Linux |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| store_fd_in: |
|
|
| #save the given file descriptor |
| movl %eax, ST_FD_IN(%ebp) |
|
|
| open_fd_out: |
|
|
| ###OPEN OUTPUT FILE### |
| #open the file |
| movl $SYS_OPEN, %eax |
| #output filename into %ebx |
| movl ST_ARGV_2(%ebp), %ebx |
| #flags for writing to the file |
| movl $O_CREAT_WRONLY_TRUNC, %ecx |
| #mode for new file (if it’s created) |
| movl $0666, %edx |
| #call Linux |
|
|
| 83 |
|
|
| Chapter 5. Dealing with Files |
|
|
| int |
|
|
| $LINUX_SYSCALL |
|
|
| store_fd_out: |
|
|
| #store the file descriptor here |
| movl %eax, ST_FD_OUT(%ebp) |
|
|
| ###BEGIN MAIN LOOP### |
|
|
| read_loop_begin: |
|
|
| ###READ IN A BLOCK FROM THE INPUT FILE### |
| movl $SYS_READ, %eax |
| #get the input file descriptor |
| movl ST_FD_IN(%ebp), %ebx |
| #the location to read into |
| movl $BUFFER_DATA, %ecx |
| #the size of the buffer |
| movl $BUFFER_SIZE, %edx |
| #Size of buffer read is returned in %eax |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| ###EXIT IF WE’VE REACHED THE END### |
| #check for end of file marker |
| cmpl $END_OF_FILE, %eax |
| #if found or on error, go to the end |
| jle |
|
|
| end_loop |
|
|
| continue_read_loop: |
|
|
| ###CONVERT THE BLOCK TO UPPER CASE### |
| pushl $BUFFER_DATA |
| pushl %eax |
| call convert_to_upper |
| popl %eax |
| addl $4, %esp |
|
|
| #get the size back |
| #restore %esp |
|
|
| #location of buffer |
| #size of the buffer |
|
|
| ###WRITE THE BLOCK OUT TO THE OUTPUT FILE### |
|
|
| 84 |
|
|
| Chapter 5. Dealing with Files |
|
|
| #size of the buffer |
| movl %eax, %edx |
| movl $SYS_WRITE, %eax |
| #file to use |
| movl ST_FD_OUT(%ebp), %ebx |
| #location of the buffer |
| movl $BUFFER_DATA, %ecx |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| ###CONTINUE THE LOOP### |
| jmp |
|
|
| read_loop_begin |
|
|
| end_loop: |
|
|
| ###CLOSE THE FILES### |
| #NOTE - we don’t need to do error checking |
| on these, because error conditions |
| # |
| don’t signify anything special here |
| # |
| movl $SYS_CLOSE, %eax |
| movl ST_FD_OUT(%ebp), %ebx |
| $LINUX_SYSCALL |
| int |
|
|
| movl $SYS_CLOSE, %eax |
| movl ST_FD_IN(%ebp), %ebx |
| $LINUX_SYSCALL |
| int |
|
|
| ###EXIT### |
| movl $SYS_EXIT, %eax |
| movl $0, %ebx |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| #PURPOSE: |
| # |
| # |
| #INPUT: |
|
|
| This function actually does the |
| conversion to upper case for a block |
|
|
| The first parameter is the location |
|
|
| 85 |
|
|
| Chapter 5. Dealing with Files |
|
|
| # |
| # |
| # |
| # |
| #OUTPUT: |
| # |
| # |
| #VARIABLES: |
| # |
| # |
| # |
| # |
| # |
| # |
|
|
| of the block of memory to convert |
| The second parameter is the length of |
|
|
| that buffer |
|
|
| This function overwrites the current |
| buffer with the upper-casified version. |
|
|
| %eax - beginning of buffer |
| %ebx - length of buffer |
| %edi - current buffer offset |
| %cl - current byte being examined |
| (first part of %ecx) |
|
|
| LOWERCASE_A, ’a’ |
|
|
| ###CONSTANTS## |
| #The lower boundary of our search |
| .equ |
| #The upper boundary of our search |
| .equ |
| #Conversion between upper and lower case |
| UPPER_CONVERSION, ’A’ - ’a’ |
| .equ |
|
|
| LOWERCASE_Z, ’z’ |
|
|
| ###STACK STUFF### |
| .equ |
| .equ |
|
|
| ST_BUFFER_LEN, 8 #Length of buffer |
| ST_BUFFER, 12 |
|
|
| #actual buffer |
|
|
| convert_to_upper: |
|
|
| pushl %ebp |
| movl |
|
|
| %esp, %ebp |
|
|
| ###SET UP VARIABLES### |
| movl |
| movl |
| movl |
|
|
| ST_BUFFER(%ebp), %eax |
| ST_BUFFER_LEN(%ebp), %ebx |
| $0, %edi |
|
|
| 86 |
|
|
| Chapter 5. Dealing with Files |
|
|
| #if a buffer with zero length was given |
| #to us, just leave |
| cmpl $0, %ebx |
| je |
|
|
| end_convert_loop |
|
|
| convert_loop: |
|
|
| #get the current byte |
| movb (%eax,%edi,1), %cl |
|
|
| #go to the next byte unless it is between |
| #’a’ and ’z’ |
| cmpb $LOWERCASE_A, %cl |
| jl |
| cmpb $LOWERCASE_Z, %cl |
| jg |
|
|
| next_byte |
|
|
| next_byte |
|
|
| #otherwise convert the byte to uppercase |
| addb $UPPER_CONVERSION, %cl |
| #and store it back |
| movb %cl, (%eax,%edi,1) |
|
|
| next_byte: |
|
|
| incl %edi |
| cmpl %edi, %ebx |
|
|
| #next byte |
| #continue unless |
| #we’ve reached the |
| #end |
|
|
| jne |
|
|
| convert_loop |
|
|
| end_convert_loop: |
|
|
| #no return value, just leave |
| movl %ebp, %esp |
| popl %ebp |
| ret |
|
|
| Type in this program as toupper.s, and then enter in the following commands: |
|
|
| 87 |
|
|
| Chapter 5. Dealing with Files |
|
|
| as toupper.s -o toupper.o |
| ld toupper.o -o toupper |
|
|
| This builds a program called toupper, which converts all of the lowercase |
| characters in a file to uppercase. For example, to convert the file toupper.s to |
| uppercase, type in the following command: |
|
|
| ./toupper toupper.s toupper.uppercase |
|
|
| You will now find in the file toupper.uppercase an uppercase version of your |
| original file. |
|
|
| Let’s examine how the program works. |
|
|
| The first section of the program is marked CONSTANTS. In programming, a |
| constant is a value that is assigned when a program assembles or compiles, and is |
| never changed. I make a habit of placing all of my constants together at the |
| beginning of the program. It’s only necessary to declare them before you use |
| them, but putting them all at the beginning makes them easy to find. Making them |
| all upper-case makes it obvious in your program which values are constants and |
| where to find them.5 In assembly language, we declare constants with the |
| .equ directive as mentioned before. Here, we simply give names to all of the |
| standard numbers we’ve used so far, like system call numbers, the syscall interrupt |
| number, and file open options. |
|
|
| The next section is marked BUFFERS. We only use one buffer in this program, |
| which we call BUFFER_DATA. We also define a constant, BUFFER_SIZE, which |
| holds the size of the buffer. If we always refer to this constant rather than typing |
| out the number 500 whenever we need to use the size of the buffer, if it later |
| changes, we only need to modify this value, rather than having to go through the |
| entire program and changing all of the values individually. |
|
|
| Instead of going on the the _start section of the program, go to the end where |
| we define the convert_to_upper function. This is the part that actually does the |
|
|
| 5. This is fairly standard practice among programmers in all languages. |
|
|
| 88 |
|
|
| Chapter 5. Dealing with Files |
|
|
| conversion. |
|
|
| This section begins with a list of constants that we will use The reason these are |
| put here rather than at the top is that they only deal with this one function. We |
| have these definitions: |
|
|
| .equ |
| .equ |
| .equ |
|
|
| LOWERCASE_A, ’a’ |
| LOWERCASE_Z, ’z’ |
| UPPER_CONVERSION, ’A’ - ’a’ |
|
|
| The first two simply define the letters that are the boundaries of what we are |
| searching for. Remember that in the computer, letters are represented as numbers. |
| Therefore, we can use LOWERCASE_A in comparisons, additions, subtractions, or |
| anything else we can use numbers in. Also, notice we define the constant |
| UPPER_CONVERSION. Since letters are represented as numbers, we can subtract |
| them. Subtracting an upper-case letter from the same lower-case letter gives us |
| how much we need to add to a lower-case letter to make it upper case. If that |
| doesn’t make sense, look at the ASCII code tables themselves (see Appendix D). |
| You’ll notice that the number for the character A is 65 and the character a is 97. |
| The conversion factor is then -32. For any lowercase letter if you add -32, you will |
| get it’s capital equivalent. |
|
|
| After this, we have some constants labelled STACK POSITIONS. Remember that |
| function parameters are pushed onto the stack before function calls. These |
| constants (prefixed with ST for clarity) define where in the stack we should expect |
| to find each piece of data. The return address is at position 4 + %esp, the length of |
| the buffer is at position 8 + %esp, and the address of the buffer is at position 12 + |
| %esp. Using symbols for these numbers instead of the numbers themselves makes |
| it easier to see what data is being used and moved. |
|
|
| Next comes the label convert_to_upper. This is the entry point of the function. |
| The first two lines are our standard function lines to save the stack pointer. The |
| next two lines |
|
|
| movl ST_BUFFER(%ebp), %eax |
|
|
| 89 |
|
|
| Chapter 5. Dealing with Files |
|
|
| movl ST_BUFFER_LEN(%ebp), %ebx |
|
|
| move the function parameters into the appropriate registers for use. Then, we load |
| zero into %edi. What we are going to do is iterate through each byte of the buffer |
| by loading from the location %eax + %edi, incrementing %edi, and repeating |
| until %edi is equal to the buffer length stored in %ebx. The lines |
|
|
| cmpl $0, %ebx |
| je |
|
|
| end_convert_loop |
|
|
| are just a sanity check to make sure that noone gave us a buffer of zero size. If |
| they did, we just clean up and leave. Guarding against potential user and |
| programming errors is an important task of a programmer. You can always specify |
| that your function should not take a buffer of zero size, but it’s even better to have |
| the function check and have a reliable exit plan if it happens. |
|
|
| Now we start our loop. First, it moves a byte into %cl. The code for this is |
|
|
| movb (%eax,%edi,1), %cl |
|
|
| It is using an indexed indirect addressing mode. It says to start at %eax and go |
| %edi locations forward, with each location being 1 byte big. It takes the value |
| found there, and put it in %cl. After this it checks to see if that value is in the |
| range of lower-case a to lower-case z. To check the range, it simply checks to see |
| if the letter is smaller than a. If it is, it can’t be a lower-case letter. Likewise, if it is |
| larger than z, it can’t be a lower-case letter. So, in each of these cases, it simply |
| moves on. If it is in the proper range, it then adds the uppercase conversion, and |
| stores it back into the buffer. |
|
|
| Either way, it then goes to the next value by incrementing %cl;. Next it checks to |
| see if we are at the end of the buffer. If we are not at the end, we jump back to the |
| beginning of the loop (the convert_loop label). If we are at the end, it simply |
| continues on to the end of the function. Because we are modifying the buffer |
| directly, we don’t need to return anything to the calling program - the changes are |
|
|
| 90 |
|
|
| Chapter 5. Dealing with Files |
|
|
| already in the buffer. The label end_convert_loop is not needed, but it’s there |
| so it’s easy to see where the parts of the program are. |
|
|
| Now we know how the conversion process works. Now we need to figure out how |
| to get the data in and out of the files. |
|
|
| Before reading and writing the files we must open them. The UNIX open system |
| call is what handles this. It takes the following parameters: |
|
|
| • %eax contains the system call number as usual - 5 in this case. |
|
|
| • %ebx contains a pointer to a string that is the name of the file to open. The |
|
|
| string must be terminated with the null character. |
|
|
| • %ecx contains the options used for opening the file. These tell Linux how to |
| open the file. They can indicate things such as open for reading, open for |
| writing, open for reading and writing, create if it doesn’t exist, delete the file if |
| it already exists, etc. We will not go into how to create the numbers for the |
| options until the Section called Truth, Falsehood, and Binary Numbers in |
| Chapter 10. For now, just trust the numbers we come up with. |
|
|
| • %edx contains the permissions that are used to open the file. This is used in |
|
|
| case the file has to be created first, so Linux knows what permissions to create |
| the file with. These are expressed in octal, just like regular UNIX permissions.6 |
|
|
| After making the system call, the file descriptor of the newly-opened file is stored |
| in %eax. |
|
|
| So, what files are we opening? In this example, we will be opening the files |
| specified on the command-line. Fortunately, command-line parameters are already |
| stored by Linux in an easy-to-access location, and are already null-terminated. |
| When a Linux program begins, all pointers to command-line arguments are stored |
| on the stack. The number of arguments is stored at 8(%esp), the name of the |
| program is stored at 12(%esp), and the arguments are stored from 16(%esp) on. |
|
|
| If you aren’t familiar with UNIX permissions, just put $0666 here. Don’t forget the |
|
|
| 6. |
| leading zero, as it means that the number is an octal number. |
|
|
| 91 |
|
|
| Chapter 5. Dealing with Files |
|
|
| In the C Programming language, this is referred to as the argv array, so we will |
| refer to it that way in our program. |
|
|
| The first thing our program does is save the current stack position in %ebp and |
| then reserve some space on the stack to store the file descriptors. After this, it |
| starts opening files. |
|
|
| The first file the program opens is the input file, which is the first command-line |
| argument. We do this by setting up the system call. We put the file name into |
| %ebx, the read-only mode number into %ecx, the default mode of $0666 into |
| %edx, and the system call number into %eax After the system call, the file is open |
| and the file descriptor is stored in %eax.7 The file descriptor is then transferred to |
| it’s appropriate place on the stack. |
|
|
| The same is then done for the output file, except that it is created with a |
| write-only, create-if-doesn’t-exist, truncate-if-does-exist mode. Its file descriptor |
| is stored as well. |
|
|
| Now we get to the main part - the read/write loop. Basically, we will read |
| fixed-size chunks of data from the input file, call our conversion function on it, |
| and write it back to the output file. Although we are reading fixed-size chunks, the |
| size of the chunks don’t matter for this program - we are just operating on straight |
| sequences of characters. We could read it in with as little or as large of chunks as |
| we want, and it still would work properly. |
|
|
| The first part of the loop is to read the data. This uses the read system call. This |
| call just takes a file descriptor to read from, a buffer to write into, and the size of |
| the buffer (i.e. - the maximum number of bytes that could be written). The system |
| call returns the number of bytes actually read, or end-of-file (the number 0). |
|
|
| 7. Notice that we don’t do any error checking on this. That is done just to keep the program |
| simple. In normal programs, every system call should normally be checked for success or |
| failure. In failure cases, %eax will hold an error code instead of a return value. Error codes |
| are negative, so they can be detected by comparing %eax to zero and jumping if it is less |
| than zero. |
|
|
| 92 |
|
|
| Chapter 5. Dealing with Files |
|
|
| After reading a block, we check %eax for an end-of-file marker. If found, it exits |
| the loop. Otherwise we keep on going. |
|
|
| After the data is read, the convert_to_upper function is called with the buffer |
| we just read in and the number of characters read in the previous system call. |
| After this function executes, the buffer should be capitalized and ready to write |
| out. The registers are then restored with what they had before. |
|
|
| Finally, we issue a write system call, which is exactly like the read system call, |
| except that it moves the data from the buffer out to the file. Now we just go back |
| to the beginning of the loop. |
|
|
| After the loop exits (remember, it exits if, after a read, it detects the end of the |
| file), it simply closes its file descriptors and exits. The close system call just takes |
| the file descriptor to close in %ebx. |
|
|
| The program is then finished! |
|
|
| Review |
|
|
| Know the Concepts |
|
|
| • Describe the lifecycle of a file descriptor. |
|
|
| • What are the standard file descriptors and what are they used for? |
|
|
| • What is a buffer? |
|
|
| • What is the difference between the .data section and the .bss section? |
|
|
| • What are the system calls related to reading and writing files? |
|
|
| 93 |
|
|
| Chapter 5. Dealing with Files |
|
|
| Use the Concepts |
|
|
| • Modify the toupper program so that it reads from STDIN and writes to |
|
|
| STDOUT instead of using the files on the command-line. |
|
|
| • Change the size of the buffer. |
|
|
| • Rewrite the program so that it uses storage in the .bss section rather than the |
|
|
| stack to store the file descriptors. |
|
|
| • Write a program that will create a file called heynow.txt and write the words |
|
|
| "Hey diddle diddle!" into it. |
|
|
| Going Further |
|
|
| • What difference does the size of the buffer make? |
|
|
| • What error results can be returned by each of these system calls? |
|
|
| • Make the program able to either operate on command-line arguments or use |
|
|
| STDIN or STDOUT based on the number of command-line arguments specified |
| by ARGC. |
|
|
| • Modify the program so that it checks the results of each system call, and prints |
|
|
| out an error message to STDOUT when it occurs. |
|
|
| 94 |
|
|
| Chapter 6. Reading and Writing Simple |
| Records |
|
|
| As mentioned in Chapter 5, many applications deal with data that is persistent - |
| meaning that the data lives longer than the program by being stored on disk inf |
| files. You can shut down the program and open it back up, and you are back where |
| you started. Now, there are two basic kinds of persistent data - structured and |
| unstructured. Unstructured data is like what we dealt with in the toupper |
| program. It just dealt with text files that were entered by a person. The contents of |
| the files weren’t usable by a program because a program can’t interpret what the |
| user is trying to say in random text. |
|
|
| Structured data, on the other hand, is what computers excel at handling. Structured |
| data is data that is divided up into fields and records. For the most part, the fields |
| and records are fixed-length. Because the data is divided into fixed-length records |
| and fixed-format fields, the computer can interpret the data. Structured data can |
| contain variable-length fields, but at that point you are usually better off with a |
| database. 1 |
|
|
| This chapter deals with reading and writing simple fixed-length records. Let’s say |
| we wanted to store some basic information about people we know. We could |
| imagine the following example fixed-length record about people: |
|
|
| • Firstname - 40 bytes |
|
|
| • Lastname - 40 bytes |
|
|
| • Address - 240 bytes |
|
|
| • Age - 4 bytes |
|
|
| 1. A database is a program which handles persistent structured data for you. You don’t |
| have to write the programs to read and write the data to disk, to do lookups, or even to do |
| basic processing. It is a very high-level interface to structured data which, although it adds |
| some overhead and additional complexity, is very useful for complex data processing tasks. |
| References for learning how databases work are listed in Chapter 13. |
|
|
| 95 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| In this, everything is character data except for the age, which is simply a numeric |
| field, using a standard 4-byte word (we could just use a single byte for this, but |
| keeping it at a word makes it easier to process). |
|
|
| In programming, you often have certain definitions that you will use over and over |
| again within the program, or perhaps within several programs. It is good to |
| separate these out into files that are simply included into the assembly language |
| files as needed. For example, in our next programs we will need to access the |
| different parts of the record above. This means we need to know the offsets of |
| each field from the beginning of the record in order to access them using base |
| pointer addressing. The following constants describe the offsets to the above |
| structure. Put them in a file named record-def.s: |
|
|
| .equ RECORD_FIRSTNAME, 0 |
| .equ RECORD_LASTNAME, 40 |
| .equ RECORD_ADDRESS, 80 |
| .equ RECORD_AGE, 320 |
|
|
| .equ RECORD_SIZE, 324 |
|
|
| In addition, there are several constants that we have been defining over and over in |
| our programs, and it is useful to put them in a file, so that we don’t have to keep |
| entering them. Put the following constants in a file called linux.s: |
|
|
| #Common Linux Definitions |
|
|
| #System Call Numbers |
| .equ SYS_EXIT, 1 |
| .equ SYS_READ, 3 |
| .equ SYS_WRITE, 4 |
| .equ SYS_OPEN, 5 |
| .equ SYS_CLOSE, 6 |
| .equ SYS_BRK, 45 |
|
|
| 96 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| #System Call Interrupt Number |
| .equ LINUX_SYSCALL, 0x80 |
|
|
| #Standard File Descriptors |
| .equ STDIN, 0 |
| .equ STDOUT, 1 |
| .equ STDERR, 2 |
|
|
| #Common Status Codes |
| .equ END_OF_FILE, 0 |
|
|
| We will write three programs in this chapter using the structure defined in |
| record-def.s. The first program will build a file containing several records as |
| defined above. The second program will display the records in the file. The third |
| program will add 1 year to the age of every record. |
|
|
| In addition to the standard constants we will be using throughout the programs, |
| there are also two functions that we will be using in several of the programs - one |
| which reads a record and one which writes a record. |
|
|
| What parameters do these functions need in order to operate? We basically need: |
|
|
| • The location of a buffer that we can read a record into |
|
|
| • The file descriptor that we want to read from or write to |
|
|
| Let’s look at our reading function first: |
|
|
| .include "record-def.s" |
| .include "linux.s" |
|
|
| #PURPOSE: |
|
|
| This function reads a record from the file |
|
|
| 97 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| descriptor |
|
|
| # |
| # |
| #INPUT: |
| # |
| #OUTPUT: |
| # |
| # |
| #STACK LOCAL VARIABLES |
|
|
| The file descriptor and a buffer |
|
|
| This function writes the data to the buffer |
| and returns a status code. |
|
|
| .equ ST_READ_BUFFER, 8 |
| .equ ST_FILEDES, 12 |
| .section .text |
| .globl read_record |
| .type read_record, @function |
|
|
| read_record: |
| pushl %ebp |
| movl |
|
|
| %esp, %ebp |
|
|
| pushl %ebx |
| movl |
| movl |
| movl |
| movl |
| int |
|
|
| ST_FILEDES(%ebp), %ebx |
| ST_READ_BUFFER(%ebp), %ecx |
| $RECORD_SIZE, %edx |
| $SYS_READ, %eax |
| $LINUX_SYSCALL |
|
|
| #NOTE - %eax has the return value, which we will |
| # |
| give back to our calling program |
| popl |
|
|
| %ebx |
|
|
| %ebp, %esp |
| %ebp |
|
|
| movl |
| popl |
| ret |
|
|
| It’s a pretty simply function. It just reads data the size of our structure into an |
| appropriately sized buffer from the given file descriptor. The writing one is similar: |
|
|
| 98 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| .include "linux.s" |
| .include "record-def.s" |
|
|
| This function writes a record to |
| the given file descriptor |
|
|
| The file descriptor and a buffer |
|
|
| #PURPOSE: |
| # |
| # |
| #INPUT: |
| # |
| #OUTPUT: |
| # |
| #STACK LOCAL VARIABLES |
|
|
| This function produces a status code |
|
|
| .equ ST_WRITE_BUFFER, 8 |
| .equ ST_FILEDES, 12 |
| .section .text |
| .globl write_record |
| .type write_record, @function |
|
|
| write_record: |
| pushl %ebp |
| movl %esp, %ebp |
|
|
| pushl %ebx |
| movl $SYS_WRITE, %eax |
| movl ST_FILEDES(%ebp), %ebx |
| movl ST_WRITE_BUFFER(%ebp), %ecx |
| movl $RECORD_SIZE, %edx |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| #NOTE - %eax has the return value, which we will |
| # |
| give back to our calling program |
| popl %ebx |
|
|
| movl %ebp, %esp |
| popl %ebp |
| ret |
|
|
| 99 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| Now that we have our basic definitions down, we are ready to write our programs. |
|
|
| Writing Records |
|
|
| This program will simply write some hardcoded records to disk. It will: |
|
|
| • Open the file |
|
|
| • Write three records |
|
|
| • Close the file |
|
|
| Type the following code into a file called write-records.s: |
|
|
| .include "linux.s" |
| .include "record-def.s" |
|
|
| .section .data |
|
|
| #Constant data of the records we want to write |
| #Each text data item is padded to the proper |
| #length with null (i.e. 0) bytes. |
|
|
| #.rept is used to pad each item. .rept tells |
| #the assembler to repeat the section between |
| #.rept and .endr the number of times specified. |
| #This is used in this program to add extra null |
| #characters at the end of each field to fill |
| #it up |
| record1: |
|
|
| .ascii "Fredrick\0" |
| .rept 31 #Padding to 40 bytes |
| .byte 0 |
| .endr |
|
|
| .ascii "Bartlett\0" |
|
|
| 100 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| .rept 31 #Padding to 40 bytes |
| .byte 0 |
| .endr |
|
|
| .ascii "4242 S Prairie\nTulsa, OK 55555\0" |
| .rept 209 #Padding to 240 bytes |
| .byte 0 |
| .endr |
|
|
| .long 45 |
|
|
| record2: |
|
|
| .ascii "Marilyn\0" |
| .rept 32 #Padding to 40 bytes |
| .byte 0 |
| .endr |
|
|
| .ascii "Taylor\0" |
| .rept 33 #Padding to 40 bytes |
| .byte 0 |
| .endr |
|
|
| .ascii "2224 S Johannan St\nChicago, IL 12345\0" |
| .rept 203 #Padding to 240 bytes |
| .byte 0 |
| .endr |
|
|
| .long 29 |
|
|
| record3: |
|
|
| .ascii "Derrick\0" |
| .rept 32 #Padding to 40 bytes |
| .byte 0 |
| .endr |
|
|
| 101 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| .ascii "McIntire\0" |
| .rept 31 #Padding to 40 bytes |
| .byte 0 |
| .endr |
|
|
| .ascii "500 W Oakland\nSan Diego, CA 54321\0" |
| .rept 206 #Padding to 240 bytes |
| .byte 0 |
| .endr |
|
|
| .long 36 |
|
|
| #This is the name of the file we will write to |
|
|
| file_name: |
|
|
| .ascii "test.dat\0" |
|
|
| .equ ST_FILE_DESCRIPTOR, -4 |
| .globl _start |
|
|
| _start: |
|
|
| #Copy the stack pointer to %ebp |
| movl %esp, %ebp |
| #Allocate space to hold the file descriptor |
| subl $4, %esp |
|
|
| #Open the file |
| movl $SYS_OPEN, %eax |
| movl $file_name, %ebx |
| movl $0101, %ecx #This says to create if it |
|
|
| #doesn’t exist, and open for |
| #writing |
|
|
| movl $0666, %edx |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| #Store the file descriptor away |
| movl %eax, ST_FILE_DESCRIPTOR(%ebp) |
|
|
| 102 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| #Write the first record |
| pushl ST_FILE_DESCRIPTOR(%ebp) |
| pushl $record1 |
| call write_record |
| addl $8, %esp |
|
|
| #Write the second record |
| pushl ST_FILE_DESCRIPTOR(%ebp) |
| pushl $record2 |
| call write_record |
| addl $8, %esp |
|
|
| #Write the third record |
| pushl ST_FILE_DESCRIPTOR(%ebp) |
| pushl $record3 |
| call write_record |
| addl $8, %esp |
|
|
| #Close the file descriptor |
| movl $SYS_CLOSE, %eax |
| movl ST_FILE_DESCRIPTOR(%ebp), %ebx |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| #Exit the program |
| movl $SYS_EXIT, %eax |
| movl $0, %ebx |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| This is a fairly simple program. It merely consists of defining the data we want to |
| write in the .data section, and then calling the right system calls and function |
| calls to accomplish it. For a refresher of all of the system calls used, see Appendix |
| C. |
|
|
| 103 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| You may have noticed the lines: |
|
|
| .include "linux.s" |
| .include "record-def.s" |
|
|
| These statements cause the given files to basically be pasted right there in the |
| code. You don’t need to do this with functions, because the linker can take care of |
| combining functions exported with .globl. However, constants defined in |
| another file do need to be imported in this way. |
|
|
| Also, you may have noticed the use of a new assembler directive, .rept. This |
| directive repeats the contents of the file between the .rept and the |
| .endr directives the number of times specified after .rept. This is usually used |
| the way we used it - to pad values in the .data section. In our case, we are adding |
| null characters to the end of each field until they are their defined lengths. |
|
|
| To build the application, run the commands: |
|
|
| as write-records.s -o write-record.o |
| as write-record.s -o write-record.o |
| ld write-record.o write-records.o -o write-records |
|
|
| Here we are assembling two files separately, and then combining them together |
| using the linker. To run the program, just type the following: |
|
|
| ./write-records |
|
|
| This will cause a file called test.dat to be created containing the records. |
| However, since they contain non-printable characters (the null character, |
| specifically), they may not be viewable by a text editor. Therefore we need the |
| next program to read them for us. |
|
|
| 104 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| Reading Records |
|
|
| Now we will consider the process of reading records. In this program, we will read |
| each record and display the first name listed with each record. |
|
|
| Since each person’s name is a different length, we will need a function to count |
| the number of characters we want to write. Since we pad each field with null |
| characters, we can simply count characters until we reach a null character.2 Note |
| that this means our records must contain at least one null character each. |
|
|
| Here is the code. Put it in a file called count-chars.s: |
|
|
| Count the characters until a null byte is reached. |
|
|
| The address of the character string |
|
|
| Returns the count in %eax |
|
|
| #PURPOSE: |
| # |
| #INPUT: |
| # |
| #OUTPUT: |
| # |
| #PROCESS: |
| # Registers used: |
| # |
| # |
| # |
|
|
| %ecx - character count |
| %al - current character |
| %edx - current character address |
|
|
| .type count_chars, @function |
| .globl count_chars |
|
|
| #This is where our one parameter is on the stack |
| .equ ST_STRING_START_ADDRESS, 8 |
|
|
| count_chars: |
| pushl %ebp |
| movl |
|
|
| %esp, %ebp |
|
|
| #Counter starts at zero |
| movl |
|
|
| $0, %ecx |
|
|
| 2. |
|
|
| If you have used C, this is what the strlen function does. |
|
|
| 105 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| #Starting address of data |
| movl ST_STRING_START_ADDRESS(%ebp), %edx |
|
|
| count_loop_begin: |
|
|
| #Grab the current character |
| movb (%edx), %al |
| #Is it null? |
| cmpb $0, %al |
| #If yes, we’re done |
| je |
| #Otherwise, increment the counter and the pointer |
| incl %ecx |
| incl %edx |
| #Go back to the beginning of the loop |
| jmp |
|
|
| count_loop_begin |
|
|
| count_loop_end |
|
|
| count_loop_end: |
| #We’re done. |
| #and return. |
| movl %ecx, %eax |
|
|
| Move the count into %eax |
|
|
| popl %ebp |
| ret |
|
|
| As you can see, it’s a fairly straightforward function. It simply loops through the |
| bytes, counting as it goes, until it hits a null character. Then it returns the count. |
|
|
| Our record-reading program will be fairly straightforward, too. It will do the |
| following: |
|
|
| • Open the file |
|
|
| • Attempt to read a record |
|
|
| 106 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| • |
|
|
| If we are at the end of the file, exit |
|
|
| • Otherwise, count the characters of the first name |
|
|
| • Write the first name to STDOUT |
|
|
| • Write a newline to STDOUT |
|
|
| • Go back to read another record |
|
|
| To write this, we need one more simple function - a function to write out a newline |
| to STDOUT. Put the following code into write-newline.s: |
|
|
| .include "linux.s" |
| .globl write_newline |
| .type write_newline, @function |
| .section .data |
|
|
| newline: |
|
|
| .ascii "\n" |
| .section .text |
| .equ ST_FILEDES, 8 |
|
|
| write_newline: |
|
|
| pushl %ebp |
| movl |
|
|
| %esp, %ebp |
|
|
| $SYS_WRITE, %eax |
| ST_FILEDES(%ebp), %ebx |
| $newline, %ecx |
| $1, %edx |
| $LINUX_SYSCALL |
| %ebp, %esp |
| %ebp |
|
|
| movl |
| movl |
| movl |
| movl |
| int |
| movl |
| popl |
| ret |
|
|
| 107 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| Now we are ready to write the main program. Here is the code to |
| read-records.s: |
|
|
| .include "linux.s" |
| .include "record-def.s" |
|
|
| .section .data |
|
|
| file_name: |
|
|
| .ascii "test.dat\0" |
|
|
| .section .bss |
| .lcomm record_buffer, RECORD_SIZE |
|
|
| .section .text |
| #Main program |
| .globl _start |
|
|
| _start: |
|
|
| #These are the locations on the stack where |
| #we will store the input and output descriptors |
| #(FYI - we could have used memory addresses in |
| #a .data section instead) |
| .equ ST_INPUT_DESCRIPTOR, -4 |
| .equ ST_OUTPUT_DESCRIPTOR, -8 |
|
|
| %esp, %ebp |
|
|
| #Copy the stack pointer to %ebp |
| movl |
| #Allocate space to hold the file descriptors |
| subl |
|
|
| $8, %esp |
|
|
| #Open the file |
| movl |
| movl |
| movl |
|
|
| $SYS_OPEN, %eax |
| $file_name, %ebx |
| $0, %ecx |
|
|
| #This says to open read-only |
|
|
| 108 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| movl $0666, %edx |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| #Save file descriptor |
|
|
| movl %eax, ST_INPUT_DESCRIPTOR(%ebp) |
|
|
| #Even though it’s a constant, we are |
| #saving the output file descriptor in |
| #a local variable so that if we later |
| #decide that it isn’t always going to |
| #be STDOUT, we can change it easily. |
| movl $STDOUT, ST_OUTPUT_DESCRIPTOR(%ebp) |
|
|
| record_read_loop: |
|
|
| pushl ST_INPUT_DESCRIPTOR(%ebp) |
| pushl $record_buffer |
| call read_record |
| addl $8, %esp |
|
|
| #Returns the number of bytes read. |
| #If it isn’t the same number we |
| #requested, then it’s either an |
| #end-of-file, or an error, so we’re |
| #quitting |
| cmpl $RECORD_SIZE, %eax |
| jne |
|
|
| finished_reading |
|
|
| #Otherwise, print out the first name |
| #but first, we must know it’s size |
| pushl |
| call |
| addl |
|
|
| $RECORD_FIRSTNAME + record_buffer |
| count_chars |
| $4, %esp |
|
|
| 109 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| movl |
| movl |
| movl |
| movl |
| int |
|
|
| %eax, %edx |
| ST_OUTPUT_DESCRIPTOR(%ebp), %ebx |
| $SYS_WRITE, %eax |
| $RECORD_FIRSTNAME + record_buffer, %ecx |
| $LINUX_SYSCALL |
|
|
| pushl |
| call |
| addl |
|
|
| ST_OUTPUT_DESCRIPTOR(%ebp) |
| write_newline |
| $4, %esp |
|
|
| jmp |
|
|
| record_read_loop |
|
|
| finished_reading: |
|
|
| movl |
| movl |
| int |
|
|
| $SYS_EXIT, %eax |
| $0, %ebx |
| $LINUX_SYSCALL |
|
|
| To build this program, we need to assemble all of the parts and link them together: |
|
|
| as read-record.s -o read-record.o |
| as count-chars.s -o count-chars.o |
| as write-newline.s -o write-newline.o |
| as read-records.s -o read-records.o |
| ld read-record.o count-chars.o write-newline.o \ |
|
|
| read-records.o -o read-records |
|
|
| The backslash in the first line simply means that the command continues on the |
| next line. You can run your program by doing ./read-records. |
|
|
| As you can see, this program opens the file and then runs a loop of reading, |
| checking for the end of file, and writing the firstname. The one construct that |
| might be new is the line that says: |
|
|
| pushl $RECORD_FIRSTNAME + record_buffer |
|
|
| 110 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| It looks like we are combining and add instruction with a push instruction, but we |
| are not. You see, both RECORD_FIRSTNAME and record_buffer are constants. |
| The first is a direct constant, created through the use of a .equ directive, while the |
| latter is defined automatically by the assembler through its use as a label (it’s value |
| being the address that the data that follows it will start at). Since they are both |
| constants that the assembler knows, it is able to add them together while it is |
| assembling your program, so the whole instruction is a single immediate-mode |
| push of a single constant. |
|
|
| The RECORD_FIRSTNAME constant is the number of bytes after the beginning of a |
| record before we hit the first name. record_buffer is the name of our buffer for |
| holding records. Adding them together gets us the address of the first name |
| member of the record stored in record_buffer. |
|
|
| Modifying the Records |
|
|
| In this section, we will write a program that: |
|
|
| • Opens an input and output file |
|
|
| • Reads records from the input |
|
|
| • |
|
|
| Increments the age |
|
|
| • Writes the new record to the output file |
|
|
| Like most programs we’ve encountered recently, this program is pretty |
| straightforward.3 |
|
|
| .include "linux.s" |
| .include "record-def.s" |
|
|
| 3. You will find that after learning the mechanics of programming, most programs are |
| pretty straightforward once you know exactly what it is you want to do. Most of them ini- |
| tialize data, do some processing in a loop, and then clean everything up. |
|
|
| 111 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| .section .data |
| input_file_name: |
|
|
| .ascii "test.dat\0" |
|
|
| output_file_name: |
|
|
| .ascii "testout.dat\0" |
|
|
| .section .bss |
| .lcomm record_buffer, RECORD_SIZE |
|
|
| #Stack offsets of local variables |
| .equ ST_INPUT_DESCRIPTOR, -4 |
| .equ ST_OUTPUT_DESCRIPTOR, -8 |
|
|
| .section .text |
| .globl _start |
|
|
| _start: |
|
|
| #Copy stack pointer and make room for local variables |
| movl %esp, %ebp |
| subl $8, %esp |
|
|
| #Open file for reading |
| movl $SYS_OPEN, %eax |
| movl $input_file_name, %ebx |
| movl $0, %ecx |
| movl $0666, %edx |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| movl %eax, ST_INPUT_DESCRIPTOR(%ebp) |
|
|
| #Open file for writing |
| movl $SYS_OPEN, %eax |
| movl $output_file_name, %ebx |
| movl $0101, %ecx |
|
|
| 112 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| movl $0666, %edx |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| movl %eax, ST_OUTPUT_DESCRIPTOR(%ebp) |
|
|
| loop_begin: |
|
|
| pushl ST_INPUT_DESCRIPTOR(%ebp) |
| pushl $record_buffer |
| call read_record |
| addl $8, %esp |
|
|
| #Returns the number of bytes read. |
| #If it isn’t the same number we |
| #requested, then it’s either an |
| #end-of-file, or an error, so we’re |
| #quitting |
| cmpl $RECORD_SIZE, %eax |
| jne |
|
|
| loop_end |
|
|
| #Increment the age |
| incl record_buffer + RECORD_AGE |
|
|
| #Write the record out |
| pushl ST_OUTPUT_DESCRIPTOR(%ebp) |
| pushl $record_buffer |
| call write_record |
| addl $8, %esp |
|
|
| jmp |
|
|
| loop_begin |
|
|
| loop_end: |
|
|
| movl $SYS_EXIT, %eax |
| movl $0, %ebx |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| 113 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| You can type it in as add-year.s. To build it, type the following4: |
|
|
| as add-year.s -o add-year.o |
| ld add-year.o read-record.o write-record.o -o add-year |
|
|
| To run the program, just type in the following5: |
|
|
| ./add-year |
|
|
| This will add a year to every record listed in test.dat and write the new records |
| to the file testout.dat. |
|
|
| As you can see, writing fixed-length records is pretty simple. You only have to |
| read in blocks of data to a buffer, process them, and write them back out. |
| Unfortunately, this program doesn’t write the new ages out to the screen so you |
| can verify your program’s effectiveness. This is because we won’t get to |
| displaying numbers until Chapter 8 and Chapter 10. After reading those you may |
| want to come back and rewrite this program to display the numeric data that we |
| are modifying. |
|
|
| Review |
|
|
| Know the Concepts |
|
|
| • What is a record? |
|
|
| • What is the advantage of fixed-length records over variable-length records? |
|
|
| • How do you include constants in multiple assembly source files? |
|
|
| 4. This assumes that you have already built the object files read-record.o and write- |
| record.o in the previous examples. If not, you will have to do so. |
| 5. This is assuming you created the file in a previous run of write-records. If not, you |
| need to run write-records first before running this program. |
|
|
| 114 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| • Why might you want to split up a project into multiple source files? |
|
|
| • What does the instruction incl record_buffer + RECORD_AGE do? What |
| addressing mode is it using? How many operands does the incl instructions |
| have in this case? Which parts are being handled by the assembler and which |
| parts are being handled when the program is run? |
|
|
| Use the Concepts |
|
|
| • Add another data member to the person structure defined in this chapter, and |
| rewrite the reading and writing functions and programs to take them into |
| account. Remember to reassemble and relink your files before running your |
| programs. |
|
|
| • Create a program that uses a loop to write 30 identical records to a file. |
|
|
| • Create a program to find the largest age in the file and return that age as the |
|
|
| status code of the program. |
|
|
| • Create a program to find the smallest age in the file and return that age as the |
|
|
| status code of the program. |
|
|
| Going Further |
|
|
| • Rewrite the programs in this chapter to use command-line arguments to specify |
|
|
| the filesnames. |
|
|
| • Research the lseek system call. Rewrite the add-year program to open the |
| source file for both reading and writing (use $2 for the read/write mode), and |
| write the modified records back to the same file they were read from. |
|
|
| • Research the various error codes that can be returned by the system calls made |
| in these programs. Pick one to rewrite, and add code that checks %eax for error |
|
|
| 115 |
|
|
| Chapter 6. Reading and Writing Simple Records |
|
|
| conditions, and, if one is found, writes a message about it to STDERR and exit. |
|
|
| • Write a program that will add a single record to the file by reading the data from |
| the keyboard. Remember, you will have to make sure that the data has at least |
| one null character at the end, and you need to have a way for the user to indicate |
| they are done typing. Because we have not gotten into characters to numbers |
| conversion, you will not be able to read the age in from the keyboard, so you’ll |
| have to have a default age. |
|
|
| • Write a function called compare-strings that will compare two strings up to |
| 5 characters. Then write a program that allows the user to enter 5 characters, |
| and have the program return all records whose first name starts with those 5 |
| characters. |
|
|
| 116 |
|
|
| Chapter 7. Developing Robust Programs |
|
|
| This chapter deals with developing programs that are robust. Robust programs are |
| able to handle error conditions gracefully. They are programs that do not crash no |
| matter what the user does. Building robust programs is essential to the practice of |
| programming. Writing robust programs takes discipline and work - it usually |
| entails finding every possible problem that can occur, and coming up with an |
| action plan for your program to take. |
|
|
| Where Does the Time Go? |
|
|
| Programmers schedule poorly. In almost every programming project, |
| programmers will take two, four, or even eight times as long to develop a program |
| or function than they originally estimated. There are many reasons for this |
| problem, including: |
|
|
| • Programmers don’t always schedule time for meetings or other non-coding |
|
|
| activities that make up every day. |
|
|
| • Programmers often underestimate feedback times (how long it takes to pass |
|
|
| change requests and approvals back and forth) for projects. |
|
|
| • Programmers don’t always understand the full scope of what they are |
|
|
| producing. |
|
|
| • Programmers often have to estimate a schedule on a totally different kind of |
| project than they are used to, and thus are unable to schedule accurately. |
|
|
| • Programmers often underestimate the amount of time it takes to get a program |
|
|
| fully robust. |
|
|
| The last item is the one we are interested in here. It takes a lot of time and effort to |
| develop robust programs. More so than people usually guess, including |
|
|
| 117 |
|
|
| Chapter 7. Developing Robust Programs |
|
|
| experienced programmers. Programmers get so focused on simply solving the |
| problem at hand that they fail to look at the possible side issues. |
|
|
| In the toupper program, we do not have any course of action if the file the user |
| selects does not exist. The program will go ahead and try to work anyway. It |
| doesn’t report any error message so the user won’t even know that they typed in |
| the name wrong. Let’s say that the destination file is on a network drive, and the |
| network temporarily fails. The operating system is returning a status code to us in |
| %eax, but we aren’t checking it. Therefore, if a failure occurs, the user is totally |
| unaware. This program is definitely not robust. As you can see, even in a simple |
| program there are a lot of things that can go wrong that a programmer must |
| contend with. |
|
|
| In a large program, it gets much more problematic. There are usually many more |
| possible error conditions than possible successful conditions. Therefore, you |
| should always expect to spend the majority of your time checking status codes, |
| writing error handlers, and performing similar tasks to make your program robust. |
| If it takes two weeks to develop a program, it will likely take at least two more to |
| make it robust. Remember that every error message that pops up on your screen |
| had to be programmed in by someone. |
|
|
| Some Tips for Developing Robust Programs |
|
|
| User Testing |
|
|
| Testing is one of the most essential things a programmer does. If you haven’t |
| tested something, you should assume it doesn’t work. However, testing isn’t just |
| about making sure your program works, it’s about making sure your program |
| doesn’t break. For example, if I have a program that is only supposed to deal with |
| positive numbers, you need to test what happens if the user enters a negative |
| number. Or a letter. Or the number zero. You must test what happens if they put |
| spaces before their numbers, spaces after their numbers, and other little |
|
|
| 118 |
|
|
| Chapter 7. Developing Robust Programs |
|
|
| possibilities. You need to make sure that you handle the user’s data in a way that |
| makes sense to the user, and that you pass on that data in a way that makes sense |
| to the rest of your program. When your program finds input that doesn’t make |
| sense, it needs to perform appropriate actions. Depending on your program, this |
| may include ending the program, prompting the user to re-enter values, notifying a |
| central error log, rolling back an operation, or ignoring it and continuing. |
|
|
| Not only should you test your programs, you need to have others test it as well. |
| You should enlist other programmers and users of your program to help you test |
| your program. If something is a problem for your users, even if it seems okay to |
| you, it needs to be fixed. If the user doesn’t know how to use your program |
| correctly, that should be treated as a bug that needs to be fixed. |
|
|
| You will find that users find a lot more bugs in your program than you ever could. |
| The reason is that users don’t know what the computer expects. You know what |
| kinds of data the computer expects, and therefore are much more likely to enter |
| data that makes sense to the computer. Users enter data that makes sense to them. |
| Allowing non-programmers to use your program for testing purposes usually gives |
| you much more accurate results as to how robust your program truly is. |
|
|
| Data Testing |
|
|
| When designing programs, each of your functions needs to be very specific about |
| the type and range of data that it will or won’t accept. You then need to test these |
| functions to make sure that they perform to specification when handed the |
| appropriate data. Most important is testing corner cases or edge cases. Corner |
| cases are the inputs that are most likely to cause problems or behave unexpectedly. |
|
|
| When testing numeric data, there are several corner cases you always need to test: |
|
|
| • The number 0 |
|
|
| • The number 1 |
|
|
| 119 |
|
|
| Chapter 7. Developing Robust Programs |
|
|
| • A number within the expected range |
|
|
| • A number outside the expected range |
|
|
| • The first number in the expected range |
|
|
| • The last number in the expected range |
|
|
| • The first number below the expected range |
|
|
| • The first number above the expected range |
|
|
| For example, if I have a program that is supposed to accept values between 5 and |
| 200, I should test 0, 1, 4, 5, 153, 200, 201, and 255 at a minimum (153 and 255 |
| were randomly chosen inside and outside the range, respectively). The same goes |
| for any lists of data you have. You need to test that your program behaves as |
| expected for lists of 0 items, 1 item, massive numbers of items, and so on. In |
| addition, you should also test any turning points you have. For example, if you |
| have different code to handle people under and over age 30, for example, you |
| would need to test it on people of ages 29, 30, and 31 at least. |
|
|
| There will be some internal functions that you assume get good data because you |
| have checked for errors before this point. However, while in development you |
| often need to check for errors anyway, as your other code may have errors in it. To |
| verify the consistency and validity of data during development, most languages |
| have a facility to easily check assumptions about data correctness. In the C |
| language there is the assert macro. You can simply put in your code assert(a |
| > b);, and it will give an error if it reaches that code when the condition is not |
| true. In addition, since such a check is a waste of time after your code is stable, the |
| assert macro allows you to turn off asserts at compile-time. This makes sure that |
| your functions are receiving good data without causing unnecessary slowdowns |
| for code released to the public. |
|
|
| Module Testing |
|
|
| Not only should you test your program as a whole, you need to test the individual |
|
|
| 120 |
|
|
| Chapter 7. Developing Robust Programs |
|
|
| pieces of your program. As you develop your program, you should test individual |
| functions by providing it with data you create to make sure it responds |
| appropriately. |
|
|
| In order to do this effectively, you have to develop functions whose sole purpose is |
| to call functions for testing. These are called drivers (not to be confused with |
| hardware drivers) . They simply loads your function, supply it with data, and |
| check the results. This is especially useful if you are working on pieces of an |
| unfinished program. Since you can’t test all of the pieces together, you can create |
| a driver program that will test each function individually. |
|
|
| Also, the code you are testing may make calls to functions not developed yet. In |
| order to overcome this problem, you can write a small function called a stub |
| which simply returns the values that function needs to proceed. For example, in an |
| e-commerce application, I had a function called is_ready_to_checkout. |
| Before I had time to actually write the function I just set it to return true on every |
| call so that the functions which relied on it would have an answer. This allowed |
| me to test functions which relied on is_ready_to_checkout without the |
| function being fully implemented. |
|
|
| Handling Errors Effectively |
|
|
| Not only is it important to know how to test, but it is also important to know what |
| to do when an error is detected. |
|
|
| Have an Error Code for Everything |
|
|
| Truly robust software has a unique error code for every possible contingency. By |
| simply knowing the error code, you should be able to find the location in your |
| code where that error was signalled. |
|
|
| 121 |
|
|
| Chapter 7. Developing Robust Programs |
|
|
| This is important because the error code is usually all the user has to go on when |
| reporting errors. Therefore, it needs to be as useful as possible. |
|
|
| Error codes should also be accompanied by descriptive error messages. However, |
| only in rare circumstances should the error message try to predict why the error |
| occurred. It should simply relate what happened. Back in 1995 I worked for an |
| Internet Service Provider. One of the web browsers we supported tried to guess the |
| cause for every network error, rather than just reporting the error. If the computer |
| wasn’t connected to the Internet and the user tried to connect to a website, it |
| would say that there was a problem with the Internet Service Provider, that the |
| server was down, and that the user should contact their Internet Service Provider |
| to correct the problem. Nearly a quarter of our calls were from people who had |
| received this message, but merely needed to connect to the Internet before trying |
| to use their browser. As you can see, trying to diagnose what the problem is can |
| lead to a lot more problems than it fixes. It is better to just report error codes and |
| messages, and have separate resources for the user to troubleshooting the |
| application. A troubleshooting guide, not the program itself, is an appropriate |
| place to list possible reasons and courses for action for each error message. |
|
|
| Recovery Points |
|
|
| In order to simplify error handling, it is often useful to break your program apart |
| into distinct units, where each unit fails and is recovered as a whole. For example, |
| you could break your program up so that reading the configuration file was a unit. |
| If reading the configuration file failed at any point (opening the file, reading the |
| file, trying to decode the file, etc.) then the program would simply treat it as a |
| configuration file problem and skip to the recovery point for that problem. This |
| way you greatly reduce the number of error-handling mechanism you need for |
| your program, because error recovery is done on a much more general level. |
|
|
| Note that even with recovery points, your error messages need to be specific as to |
| what the problem was. Recovery points are basic units for error recovery, not for |
| error detection. Error detection still needs to be extremely exact, and the error |
|
|
| 122 |
|
|
| Chapter 7. Developing Robust Programs |
|
|
| reports need exact error codes and messages. |
|
|
| When using recovery points, you often need to include cleanup code to handle |
| different contingencies. For example, in our configuration file example, the |
| recovery function would need to include code to check and see if the configuration |
| file was still open. Depending on where the error occurred, the file may have been |
| left open. The recovery function needs to check for this condition, and any other |
| condition that might lead to system instability, and return the program to a |
| consistent state. |
|
|
| The simplest way to handle recovery points is to wrap the whole program into a |
| single recovery point. You would just have a simple error-reporting function that |
| you can call with an error code and a message. The function would print them and |
| and simply exit the program. This is not usually the best solution for real-world |
| situations, but it is a good fall-back, last resort mechanism. |
|
|
| Making Our Program More Robust |
|
|
| This section will go through making the add-year.s program from Chapter 6 a |
| little more robust. |
|
|
| Since this is a pretty simple program, we will limit ourselves to a single recovery |
| point that covers the whole program. The only thing we will do to recover is to |
| print the error and exit. The code to do that is pretty simple: |
|
|
| .include "linux.s" |
| .equ ST_ERROR_CODE, 8 |
| .equ ST_ERROR_MSG, 12 |
| .globl error_exit |
| .type error_exit, @function |
|
|
| error_exit: |
| pushl %ebp |
| movl %esp, %ebp |
|
|
| 123 |
|
|
| Chapter 7. Developing Robust Programs |
|
|
| #Write out error code |
| movl ST_ERROR_CODE(%ebp), %ecx |
| pushl %ecx |
| call count_chars |
| popl %ecx |
| movl %eax, %edx |
| movl $STDERR, %ebx |
| movl $SYS_WRITE, %eax |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| #Write out error message |
| movl ST_ERROR_MSG(%ebp), %ecx |
| pushl %ecx |
| call count_chars |
| popl %ecx |
| movl %eax, %edx |
| movl $STDERR, %ebx |
| movl $SYS_WRITE, %eax |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| pushl $STDERR |
| call write_newline |
|
|
| #Exit with status 1 |
| movl $SYS_EXIT, %eax |
| movl $1, %ebx |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| Enter it in a file called error-exit.s. To call it, you just need to push the address |
| of an error message, and then an error code onto the stack, and call the function. |
|
|
| Now let’s look for potential error spots in our add-year program. First of all, we |
| don’t check to see if either of our open system calls actually complete properly. |
|
|
| 124 |
|
|
| Linux returns its status code in %eax, so we need to check and see if there is an |
| error. |
|
|
| Chapter 7. Developing Robust Programs |
|
|
| #Open file for reading |
| movl |
| movl |
| movl |
| movl |
| int |
|
|
| $SYS_OPEN, %eax |
| $input_file_name, %ebx |
| $0, %ecx |
| $0666, %edx |
| $LINUX_SYSCALL |
|
|
| movl |
|
|
| %eax, INPUT_DESCRIPTOR(%ebp) |
|
|
| If it is not negative, it |
|
|
| #This will test and see if %eax is |
| #negative. |
| #will jump to continue_processing. |
| #Otherwise it will handle the error |
| #condition that the negative number |
| #represents. |
| cmpl |
| jl |
|
|
| $0, %eax |
| continue_processing |
|
|
| #Send the error |
| .section .data |
|
|
| no_open_file_code: |
| .ascii "0001: \0" |
|
|
| no_open_file_msg: |
|
|
| .ascii "Can’t Open Input File\0" |
|
|
| .section .text |
| pushl $no_open_file_msg |
| pushl $no_open_file_code |
| call |
|
|
| error_exit |
|
|
| continue_processing: |
|
|
| 125 |
|
|
| Chapter 7. Developing Robust Programs |
|
|
| #Rest of program |
|
|
| So, after calling the system call, we check and see if we have an error by checking |
| to see if the result of the system call is less than zero. If so, we call our error |
| reporting and exit routine. |
|
|
| After every system call, function call, or instruction which can have erroneous |
| results you should add error checking and handling code. |
|
|
| To assemble and link the files, do: |
|
|
| as add-year.s -o add-year.o |
| as error-exit.s -o error-exit.o |
| ld add-year.o write-newline.o error-exit.o read-record.o write- |
| record.o count-chars.o -o add-year |
|
|
| Now try to run it without the necessary files. It now exits cleanly and gracefully! |
|
|
| Review |
|
|
| Know the Concepts |
|
|
| • What are the reasons programmer’s have trouble with scheduling? |
|
|
| • Find your favorite program, and try to use it in a completely wrong manner. |
|
|
| Open up files of the wrong type, choose invalid options, close windows that are |
| supposed to be open, etc. Count how many different error scenarios they had to |
| account for. |
|
|
| • What are corner cases? Can you list examples of numeric corner cases? |
|
|
| • Why is user testing so important? |
|
|
| • What are stubs and drivers used for? What’s the difference between the two? |
|
|
| 126 |
|
|
| • What are recovery points used for? |
|
|
| • How many different error codes should a program have? |
|
|
| Chapter 7. Developing Robust Programs |
|
|
| Use the Concepts |
|
|
| • Go through the add-year.s program and add error-checking code after every |
|
|
| system call. |
|
|
| • Find one other program we have done so far, and add error-checking to that |
|
|
| program. |
|
|
| • Add a recovery mechanism for add-year.s that allows it to read from STDIN |
|
|
| if it cannot open the standard file. |
|
|
| Going Further |
|
|
| • What, if anything, should you do if your error-reporting function fails? Why? |
|
|
| • Try to find bugs in at least one open-source program. File a bug report for it. |
|
|
| • Try to fix the bug you found in the previous exercise. |
|
|
| 127 |
|
|
| Chapter 7. Developing Robust Programs |
|
|
| 128 |
|
|
| Chapter 8. Sharing Functions with Code |
| Libraries |
|
|
| By now you should realize that the computer has to do a lot of work even for |
| simple tasks. Because of that, you have to do a lot of work to write the code for a |
| computer to even do simple tasks. In addition, programming tasks are usually not |
| very simple. Therefore, we neeed a way to make this process easier on ourselves. |
| There are several ways to do this, including: |
|
|
| • Write code in a high-level language instead of assembly language |
|
|
| • Have lots of pre-written code that you can cut and paste into your own programs |
|
|
| • Have a set of functions on the system that are shared among any program that |
|
|
| wishes to use it |
|
|
| All three of these are usually used to some degree in any given project. The first |
| option will be explored further in Chapter 11. The second option is useful but it |
| suffers from some drawbacks, including: |
|
|
| • Code that is copied often has to be majorly modified to fit the surrounding code. |
|
|
| • Every program containing the copied code has the same code in it, thus wasting |
|
|
| a lot of space. |
|
|
| • |
|
|
| If a bug is found in any of the copied code it has to be fixed in every application |
| program. |
|
|
| Therefore, the second option is usually used sparingly. It is usually only used in |
| cases where you copy and paste skeleton code for a specific type of task, and add |
| in your program-specific details. The third option is the one that is used the most |
| often. The third option includes having a central repository of shared code. Then, |
| instead of each program wasting space storing the same copies of functions, they |
| can simply point to the shared libraries which contain the functions they need. If a |
|
|
| 129 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| bug is found in one of these functions, it only has to be fixed within the single |
| function library file, and all applications which use it are automatically updated. |
| The main drawback with this approach is that it creates some dependency |
| problems, including: |
|
|
| • |
|
|
| If multiple applications are all using the shared file, how do we know when it is |
| safe to delete the file? For example, if three applications are sharing a file of |
| functions and 2 of the programs are deleted, how does the system know that |
| there still exists an application that uses that code, and therefore it shouldn’t be |
| deleted? |
|
|
| • Some programs inadvertantly rely on bugs within shared functions. Therefore, |
| if upgrading the shared program fixes a bug that a program depended on, it |
| could cause that application to cease functioning. |
|
|
| These problems are what lead to what is known as "DLL hell". However, it is |
| generally assumed that the advantages outweigh the disadvantages. |
|
|
| In programming, these shared code files are referred to as shared libraries, shared |
| objects, dynamic-link libraries, DLLs, or .so files. We will refer to them as shared |
| libraries. |
|
|
| Using a Shared Library |
|
|
| The program we will examine here is simple - it writes the characters hello |
| world to the screen and exits. The regular program, helloworld-nolib.s, |
| looks like this: |
|
|
| #PURPOSE: |
| # |
| # |
|
|
| This program writes the message "hello world" and |
| exits |
|
|
| .include "linux.s" |
|
|
| 130 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| .section .data |
|
|
| helloworld: |
|
|
| .ascii "hello world\n" |
|
|
| helloworld_end: |
|
|
| .equ helloworld_len, helloworld_end - helloworld |
|
|
| .section .text |
| .globl _start |
|
|
| _start: |
|
|
| movl $STDOUT, %ebx |
| movl $helloworld, %ecx |
| movl $helloworld_len, %edx |
| movl $SYS_WRITE, %eax |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| movl $0, %ebx |
| movl $SYS_EXIT, %eax |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| That’s not too long. However, take a look at how short helloworld-lib is which |
| uses a library: |
|
|
| #PURPOSE: |
| # |
| # |
|
|
| This program writes the message "hello world" and |
| exits |
|
|
| .section .data |
|
|
| helloworld: |
|
|
| 131 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| .ascii "hello world\n\0" |
|
|
| .section .text |
| .globl _start |
|
|
| _start: |
|
|
| pushl $helloworld |
| call printf |
|
|
| pushl $0 |
| call exit |
|
|
| It’s even shorter! |
|
|
| Now, building programs which use shared libraries is a little different than normal. |
| You can build the first program normally by doing this: |
|
|
| as helloworld-nolib.s -o helloworld-nolib.o |
| ld helloworld-nolib.o -o helloworld-nolib |
|
|
| However, in order to build the second program, you have to do this: |
|
|
| as helloworld-lib.s -o helloworld-lib.o |
| ld -dynamic-linker /lib/ld-linux.so.2 \ |
|
|
| -o helloworld-lib helloworld-lib.o -lc |
|
|
| Remember, the backslash in the first line simply means that the command |
| continues on the next line. The option -dynamic-linker |
| /lib/ld-linux.so.2 allows our program to be linked to libraries. This builds |
| the executable so that before executing, the operating system will load the |
| program /lib/ld-linux.so.2 to load in external libraries and link them with |
| the program. This program is known as a dynamic linker. |
|
|
| The -lc option says to link to the c library, named libc.so on GNU/Linux |
| systems. Given a library name, c in this case (usually library names are longer than |
| a single letter), the GNU/Linux linker prepends the string lib to the beginning of |
|
|
| 132 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| the library name and appends .so to the end of it to form the library’s filename. |
| This library contains many functions to automate all types of tasks. The two we |
| are using are printf, which prints strings, and exit, which exits the program. |
|
|
| Notice that the symbols printf and exit are simply referred to by name within |
| the program. In previous chapters, the linker would resolve all of the names to |
| physical memory addresses, and the names would be thrown away. When using |
| dynamic linking, the name itself resides within the executable, and is resolved by |
| the dynamic linker when it is run. When the program is run by the user, the |
| dynamic linker loads the shared libraries listed in our link statement, and then |
| finds all of the function and variable names that were named by our program but |
| not found at link time, and matches them up with corresponding entries in the |
| shared libraries it loads. It then replaces all of the names with the addresses which |
| they are loaded at. This sounds time-consuming. It is to a small degree, but it only |
| happens once - at program startup time. |
|
|
| How Shared Libraries Work |
|
|
| In our first programs, all of the code was contained within the source file. Such |
| programs are called statically-linked executables, because they contained all of the |
| necessary functionality for the program that wasn’t handled by the kernel. In the |
| programs we wrote in Chapter 6, we used both our main program file and files |
| containing routines used by multiple programs. In these cases, we combined all of |
| the code together using the linker at link-time, so it was still statically-linked. |
| However, in the helloworld-lib program, we started using shared libraries. |
| When you use shared libraries, your program is then dynamically-linked, which |
| means that not all of the code needed to run the program is actually contained |
| within the program file itself, but in external libraries. |
|
|
| When we put the -lc on the command to link the helloworld program, it told |
| the linker to use the c library (libc.so) to look up any symbols that weren’t |
| already defined in helloworld.o. However, it doesn’t actually add any code to |
|
|
| 133 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| our program, it just notes in the program where to look. When the helloworld |
| program begins, the file /lib/ld-linux.so.2 is loaded first. This is the |
| dynamic linker. This looks at our helloworld program and sees that it needs the |
| c library to run. So, it searches for a file called libc.so in the standard places |
| (listed in /etc/ld.so.conf and in the contents of the LD_LIBRARY_PATH |
| environment variable), then looks in it for all the needed symbols (printf and |
| exit in this case), and then loads the library into the program’s virtual memory. |
| Finally, it replaces all instances of printf in the program with the actual location |
| of printf in the library. |
|
|
| Run the following command: |
|
|
| ldd ./helloworld-nolib |
|
|
| It should report back not a dynamic executable. This is just like we said - |
| helloworld-nolib is a statically-linked executable. However, try this: |
|
|
| ldd ./helloworld-lib |
|
|
| It will report back something like |
|
|
| libc.so.6 => /lib/libc.so.6 (0x4001d000) |
| /lib/ld-linux.so.2 => /lib/ld-linux.so.2 (0x400000000) |
|
|
| The numbers in parenthesis may be different on your system. This means that the |
| program helloworld is linked to libc.so.6 (the .6 is the version number), |
| which is found at /lib/libc.so.6, and /lib/ld-linux.so.2 is found at |
| /lib/ld-linux.so.2. These libraries have to be loaded before the program can |
| be run. If you are interested, run the ldd program on various programs that are on |
| your Linux distribution, and see what libraries they rely on. |
|
|
| Finding Information about Libraries |
|
|
| Okay, so now that you know about libraries, the question is, how do you find out |
|
|
| 134 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| what libraries you have on your system and what they do? Well, let’s skip that |
| question for a minute and ask another question: How do programmers describe |
| functions to each other in their documentation? Let’s take a look at the function |
| printf. It’s calling interface (usually referred to as a prototype) looks like this: |
|
|
| int printf(char *string, ...); |
|
|
| In Linux, functions are described in the C programming language. In fact, most |
| Linux programs are written in C. That is why most documentation and binary |
| compatibility is defined using the C language. The interface to the printf |
| function above is described using the C programming language. |
|
|
| This definition means that there is a function printf. The things inside the |
| parenthesis are the function’s parameters or arguments. The first parameter here is |
| char *string. This means there is a parameter named string (the name isn’t |
| important, except to use for talking about it), which has a type char *. char |
| means that it wants a single-byte character. The * after it means that it doesn’t |
| actually want a character as an argument, but instead it wants the address of a |
| character or sequence of characters. If you look back at our helloworld |
| program, you will notice that the function call looked like this: |
|
|
| pushl $hello |
| printf |
| call |
|
|
| So, we pushed the address of the hello string, rather than the actual characters. |
| You might notice that we didn’t push the length of the string. The way that |
| printf found the end of the string was because we ended it with a null character |
| (\0). Many functions work that way, especially C language functions. The int |
| before the function definition tell what type of value the function will return in |
| %eax when it returns. printf will return an int when it’s through. Now, after the |
| char *string, we have a series of periods, .... This means that it can take an |
| indefinite number of additional arguments after the string. Most functions can only |
| take a specified number of arguments. printf, however, can take many. It will |
| look into the string parameter, and everywhere it sees the characters %s, it will |
|
|
| 135 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| look for another string from the stack to insert, and everywhere it sees %d it will |
| look for a number from the stack to insert. This is best described using an example: |
|
|
| #PURPOSE: |
| # |
|
|
| This program is to demonstrate how to call printf |
|
|
| .section .data |
|
|
| #This string is called the format string. It’s the first |
| #parameter, and printf uses it to find out how many parameters |
| #it was given, and what kind they are. |
| firststring: |
|
|
| .ascii "Hello! %s is a %s who loves the number %d\n\0" |
|
|
| name: |
|
|
| .ascii "Jonathan\0" |
|
|
| personstring: |
|
|
| .ascii "person\0" |
|
|
| #This could also have been an .equ, but we decided to give it |
| #a real memory location just for kicks |
| numberloved: |
|
|
| .long 3 |
|
|
| .section .text |
| .globl _start |
|
|
| _start: |
|
|
| #note that the parameters are passed in the |
| #reverse order that they are listed in the |
| #function’s prototype. |
| pushl numberloved |
| pushl $personstring |
| pushl $name |
| pushl $firststring |
|
|
| #This is the %d |
| #This is the second %s |
| #This is the first %s |
| #This is the format string |
| #in the prototype |
|
|
| call printf |
|
|
| 136 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| pushl $0 |
| call exit |
|
|
| Type it in with the filename printf-example.s, and then do the following |
| commands: |
|
|
| as printf-example.s -o printf-example.o |
| ld printf-example.o -o printf-example -lc \ |
|
|
| -dynamic-linker /lib/ld-linux.so.2 |
|
|
| Then run the program with ./printf-example, and it should say this: |
|
|
| Hello! Jonathan is a person who loves the number 3 |
|
|
| Now, if you look at the code, you’ll see that we actually push the format string |
| last, even though it’s the first parameter listed. You always push a functions |
| parameters in reverse order.1 You may be wondering how the printf function |
| knows how many parameters there are. Well, it searches through your string, and |
| counts how many %ds and %ss it finds, and then grabs that number of parameters |
| from the stack. If the parameter matches a %d, it treats it as a number, and if it |
| matches a %s, it treats it as a pointer to a null-terminated string. printf has many |
| more features than this, but these are the most-used ones. So, as you can see, |
| printf can make output a lot easier, but it also has a lot of overhead, because it |
| has to count the number of characters in the string, look through it for all of the |
| control characters it needs to replace, pull them off the stack, convert them to a |
|
|
| 1. The reason that parameters are pushed in the reverse order is because of functions which |
| take a variable number of parameters like printf. The parameters pushed in last will be in |
| a known position relative to the top of the stack. The program can then use these parameters |
| to determine where on the stack the additional arguments are, and what type they are. For |
| example, printf uses the format string to determine how many other parameters are being |
| sent. If we pushed the known arguments first, you wouldn’t be able to tell where they were |
| on the stack. |
|
|
| 137 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| suitable representation (numbers have to be converted to strings, etc), and stick |
| them all together appropriately. |
|
|
| We’ve seen how to use the C programming language prototypes to call library |
| functions. To use them effectively, however, you need to know several more of the |
| possible data types for reading functions. Here are the main ones: |
|
|
| int |
|
|
| long |
|
|
| An int is an integer number (4 bytes on x86 processor). |
|
|
| A long is also an integer number (4 bytes on an x86 processor). |
|
|
| long long |
|
|
| A long long is an integer number that’s larger than a long (8 bytes on an |
| x86 processor). |
|
|
| short |
|
|
| A short is an integer number that’s shorter than an int (2 bytes on an x86 |
| processor). |
|
|
| char |
|
|
| A char is a single-byte integer number. This is mostly used for storing |
| character data, since ASCII strings usually are represented with one byte per |
| character. |
|
|
| float |
|
|
| A float is a floating-point number (4 bytes on an x86 processor). |
| Floating-point numbers will be explained in more depth in the Section called |
| Floating-point Numbers in Chapter 10. |
|
|
| 138 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| double |
|
|
| A double is a floating-point number that is larger than a float (8 bytes on an |
| x86 processor). |
|
|
| unsigned |
|
|
| unsigned is a modifier used for any of the above types which keeps them |
| from being used as signed quantities. The difference between signed and |
| unsigned numbers will be discussed in Chapter 10. |
|
|
| * |
|
|
| An asterisk (*) is used to denote that the data isn’t an actual value, but |
| instead is a pointer to a location holding the given value (4 bytes on an x86 |
| processor). So, let’s say in memory location my_location you have the |
| number 20 stored. If the prototype said to pass an int, you would use direct |
| addressing mode and do pushl my_location. However, if the prototype |
| said to pass an int *, you would do pushl $my_location - an immediate |
| mode push of the address that the value resides in. In addition to indicating |
| the address of a single value, pointers can also be used to pass a sequence of |
| consecutive locations, starting with the one pointed to by the given value. |
| This is called an array. |
|
|
| struct |
|
|
| A struct is a set of data items that have been put together under a name. |
| For example you could declare: |
|
|
| struct teststruct { |
|
|
| int a; |
| char *b; |
|
|
| }; |
|
|
| and any time you ran into struct teststruct you would know that it is |
| actually two words right next to each other, the first being an integer, and the |
| second a pointer to a character or group of characters. You never see structs |
|
|
| 139 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| passed as arguments to functions. Instead, you usually see pointers to structs |
| passed as arguments. This is because passing structs to functions is fairly |
| complicated, since they can take up so many storage locations. |
|
|
| typedef |
|
|
| A typedef basically allows you to rename a type. For example, I can do |
| typedef int myowntype; in a C program, and any time I typed |
| myowntype, it would be just as if I typed int. This can get kind of annoying, |
| because you have to look up what all of the typedefs and structs in a function |
| prototype really mean. However, typedefs are useful for giving types more |
| meaningful and descriptive names. |
|
|
| Compatibility Note: The listed sizes are for intel-compatible (x86) |
| machines. Other machines will have different sizes. Also, even when |
| parameters shorter than a word are passed to functions, they are passed as |
| longs on the stack. |
|
|
| That’s how to read function documentation. Now, let’s get back to the question of |
| how to find out about libraries. Most of your system libraries are in /usr/lib or |
| /lib. If you want to just see what symbols they define, just run objdump -R |
| FILENAME where FILENAME is the full path to the library. The output of that isn’t |
| too helpful, though, for finding an interface that you might need. Usually, you |
| have to know what library you want at the beginning, and then just read the |
| documentation. Most libraries have manuals or man pages for their functions. The |
| web is the best source of documentation for libraries. Most libraries from the |
| GNU project also have info pages on them, which are a little more thorough than |
| man pages. |
|
|
| 140 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| Useful Functions |
|
|
| Several useful functions you will want to be aware of from the c library include: |
|
|
| • size_t strlen (const char *s) calculates the size of null-terminated |
|
|
| strings. |
|
|
| • int strcmp (const char *s1, const char *s2) compares two strings |
|
|
| alphabetically. |
|
|
| • char * strdup (const char *s) takes the pointer to a string, and creates |
|
|
| a new copy in a new location, and returns the new location. |
|
|
| • FILE * fopen (const char *filename, const char *opentype) |
|
|
| opens a managed, buffered file (allows easier reading and writing than using file |
| descriptors directly).23 |
|
|
| • int fclose (FILE *stream) closes a file opened with fopen. |
|
|
| • char * fgets (char *s, int count, FILE *stream) fetches a line of |
|
|
| characters into string s. |
|
|
| • int fputs (const char *s, FILE *stream) writes a string to the given |
|
|
| open file. |
|
|
| • int fprintf (FILE *stream, const char *template, ...) is just |
| like printf, but it uses an open file rather than defaulting to using standard |
| output. |
|
|
| You can find the complete manual on this library by going to |
| http://www.gnu.org/software/libc/manual/ |
|
|
| 2. stdin, stdout, and stderr (all lower case) can be used in these programs to refer to |
| the files of their corresponding file descriptors. |
| 3. FILE is a struct. You don’t need to know it’s contents to use it. You only have to store |
| the pointer and pass it to the relevant other functions. |
|
|
| 141 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| Building a Shared Library |
|
|
| Let’s say that we wanted to take all of our shared code from Chapter 6 and build it |
| into a shared library to use in our programs. The first thing we would do is |
| assemble them like normal: |
|
|
| as write-record.s -o write-record.o |
| as read-record.s -o read-record.o |
|
|
| Now, instead of linking them into a program, we want to link them into a shared |
| library. This changes our linker command to this: |
|
|
| ld -shared write-record.o read-record.o -o librecord.so |
|
|
| This links both of these files together into a shared library called librecord.so. |
| This file can now be used for multiple programs. If we need to update the |
| functions contained within it, we can just update this one file and not have to |
| worry about which programs use it. |
|
|
| Let’s look at how we would link against this library. To link the write-records |
| program, we would do the following: |
|
|
| as write-records.s -o write-records |
| ld -L . -dynamic-linker /lib/ld-linux.so.2 \ |
| -o write-records -lrecord write-records.o |
|
|
| In this command, -L . told the linker to look for libraries in the current directory |
| (it usually only searches /lib directory, /usr/lib directory, and a few others). |
| As we’ve seen, the option -dynamic-linker /lib/ld-linux.so.2 specified |
| the dynamic linker. The option -lrecord tells the linker to search for functions in |
| the file named librecord.so. |
|
|
| Now the write-records program is built, but it will not run. If we try it, we will |
| get an error like the following: |
|
|
| ./write-records: error while loading shared libraries: |
|
|
| 142 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| librecord.so: cannot open shared object file: No such |
| file or directory |
|
|
| This is because, by default, the dynamic linker only searches /lib, /usr/lib, |
| and whatever directories are listed in /etc/ld.so.conf for libraries. In order to |
| run the program, you either need to move the library to one of these directories, or |
| execute the following command: |
|
|
| LD_LIBRARY_PATH=. |
| export LD_LIBRARY_PATH |
|
|
| Alternatively, if that gives you an error, do this instead: |
|
|
| setenv LD_LIBRARY_PATH . |
|
|
| Now, you can run write-records normally by typing ./write-records. |
| Setting LD_LIBRARY_PATH tells the linker to add whatever paths you give it to the |
| library search path for dynamic libraries |
|
|
| For further information about dynamic linking, see the following sources on the |
| Internet: |
|
|
| • The man page for ld.so contains a lot of information about how the Linux |
|
|
| dynamic linker works. |
|
|
| • http://www.benyossef.com/presentations/dlink/ is a great presentation on |
|
|
| dynamic linking in Linux. |
|
|
| • http://www.linuxjournal.com/article.php?sid=1059 and |
|
|
| http://www.linuxjournal.com/article.php?sid=1060 provide a good introduction |
| to the ELF file format, with more detail available at |
| http://www.cs.ucdavis.edu/~haungs/paper/node10.html |
|
|
| • http://www.iecc.com/linker/linker10.html contains a great description of how |
|
|
| dynamic linking works with ELF files. |
|
|
| 143 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| Review |
|
|
| Know the Concepts |
|
|
| • What are the advantages and disadvantages of shared libraries? |
|
|
| • Given a library named ’foo’, what would the library’s filename be? |
|
|
| • What does the ldd command do? |
|
|
| • Let’s say we had the files foo.o and bar.o, and you wanted to link them |
|
|
| together, and dynamically link them to the library ’kramer’. What would the |
| linking command be to generate the final executable? |
|
|
| • What is typedef for? |
|
|
| • What are structs for? |
|
|
| • What is the difference between a data element of type int and int *? How would |
|
|
| you access them differently in your program? |
|
|
| • |
|
|
| If you had a object file called foo.o, what would be the command to create a |
| shared library called ’bar’? |
|
|
| • What is the purpose of LD_LIBRARY_PATH? |
|
|
| Use the Concepts |
|
|
| • Rewrite one or more of the programs from the previous chapters to print their |
| results to the screen using printf rather than returning the result as the exit |
| status code. Also, make the exit status code be 0. |
|
|
| • Use the factorial function you developed in the Section called Recursive |
| Functions in Chapter 4 to make a shared library. Then re-write the main |
| program so that it links with the library dynamically. |
|
|
| 144 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| • Rewrite the program above so that it also links with the ’c’ library. Use the ’c’ |
|
|
| library’s printf function to display the result of the factorial call. |
|
|
| • Rewrite the toupper program so that it uses the c library functions for files |
|
|
| rather than system calls. |
|
|
| Going Further |
|
|
| • Make a list of all the environment variables used by the GNU/Linux dynamic |
|
|
| linker. |
|
|
| • Research the different types of executable file formats in use today and in the |
|
|
| history of computing. Tell the strengths and weaknesses of each. |
|
|
| • What kinds of programming are you interested in (graphics, databbases, |
|
|
| science, etc.)? Find a library for working in that area, and write a program that |
| makes some basic use of that library. |
|
|
| • Research the use of LD_PRELOAD. What is it used for? Try building a shared |
|
|
| library that contained the exit function, and have it write a message to |
| STDERR before exitting. Use LD_PRELOAD and run various programs with it. |
| What are the results? |
|
|
| 145 |
|
|
| Chapter 8. Sharing Functions with Code Libraries |
|
|
| 146 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| How a Computer Views Memory |
|
|
| Let’s review how memory within a computer works. You may also want to re-read |
| Chapter 2. |
|
|
| A computer looks at memory as a long sequence of numbered storage locations. A |
| sequence of millions of numbered storage locations. Everything is stored in these |
| locations. Your programs are stored there, your data is stored there, everything. |
| Each storage location looks like every other one. The locations holding your |
| program are just like the ones holding your data. In fact, the computer has no idea |
| which are which, except that the executable file tells it where to start executing. |
|
|
| These storage locations are called bytes. The computer can combine up to four of |
| them together into a single word. Normally numeric data is operated on a word at |
| a time. As we mentioned, instructions are also stored in this same memory. Each |
| instruction is a different length. Most instructions take up one or two storage |
| locations for the instruction itself, and then storage locations for the instruction’s |
| arguments. For example, the instruction |
|
|
| movl data_items(,%edi,4), %ebx |
|
|
| takes up 7 storage locations. The first two hold the instruction, the third one tells |
| which registers to use, and the next four hold the storage location of data_items. |
| In memory, instructions look just like all the other numbers, and the instructions |
| themselves can be moved into and out of registers just like numbers, because |
| that’s what they are. |
|
|
| This chapter is focused on the details of computer memory. To get started let’s |
| review some basic terms that we will be using in this chapter: |
|
|
| 147 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| Byte |
|
|
| This is the size of a storage location. On x86 processors, a byte can hold |
| numbers between 0 and 255. |
|
|
| Word |
|
|
| This is the size of a normal register. On x86 processors, a word is four bytes |
| long. Most computer operations handle a word at a time. |
|
|
| Address |
|
|
| An address is a number that refers to a byte in memory. For example, the |
| first byte on a computer has an address of 0, the second has an address of 1, |
| and so on.1 Every piece of data on the computer not in a register has an |
| address. The address of data which spans several bytes is the same as the |
| address of its first byte. |
|
|
| Normally, we don’t ever type the numeric address of anything, but we let the |
| assembler do it for us. When we use labels in code, the symbol used in the |
| label will be equivalent to the address it is labelling. The assembler will then |
| replace that symbol with its address wherever you use it in your program. For |
| example, say you have the following code: |
|
|
| .section .data |
|
|
| my_data: |
|
|
| .long 2, 3, 4 |
|
|
| Now, any time in the program that my_data is used, it will be replaced by the |
| address of the first value of the .long directive. |
|
|
| Pointer |
|
|
| A pointer is a register or memory word whose value is an address. In our |
| programs we use %ebp as a pointer to the current stack frame. All base |
|
|
| 1. You actually never use addresses this low, but it works for discussion. |
|
|
| 148 |
|
|
| pointer addressing involves pointers. Programming uses a lot of pointers, so |
| it’s an important concept to grasp. |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| The Memory Layout of a Linux Program |
|
|
| When you program is loaded into memory, each .section is loaded into its own |
| region of memory. All of the code and data declared in each section is brought |
| together, even if they were separated in your source code. |
|
|
| The actual instructions (the .text section) are loaded at the address 0x08048000 |
| (numbers starting with 0x are in hexadecimal, which will be discussed in Chapter |
| 10). The .data section is loaded immediately after that, followed by the .bss |
| section. |
|
|
| The last byte that can be addressed on Linux is location 0xbfffffff. Linux starts the |
| stack here and grows it downward toward the other sections. Between them is a |
| huge gap. The initial layout of the stack is as follows: At the bottom of the stack |
| (the bottom of the stack is the top address of memory - see Chapter 4), there is a |
| word of memory that is zero. After that comes the null-terminated name of the |
| program using ASCII characters. After the program name comes the program’s |
| environment variables (these are not important to us in this book). Then come the |
| program’s command-line arguments. These are the values that the user typed in on |
| the command line to run this program. When we run as, for example, we give it |
| several arguments - as, sourcefile.s, -o, and objectfile.o. After these, we |
| have the number of arguments that were used. When the program begins, this is |
| where the stack pointer, %esp, is pointing. Further pushes on the stack move %esp |
| down in memory. For example, the instruction |
|
|
| pushl %eax |
|
|
| is equivalent to |
|
|
| movl %eax, (%esp) |
|
|
| 149 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| subl $4, %esp |
|
|
| Likewise, the instruction |
|
|
| popl %eax |
|
|
| is the same as |
|
|
| movl (%esp), %eax |
| addl $4, %esp |
|
|
| Your program’s data region starts at the bottom of memory and goes up. The stack |
| starts at the top of memory, and moves downward with each push. This middle |
| part between the stack and your program’s data sections is inaccessible memory - |
| you are not allowed to access it until you tell the kernel that you need it.2 If you |
| try, you will get an error (the error message is usually "segmentation fault"). The |
| same will happen if you try to access data before the beginning of your program, |
| 0x08048000. The last accessible memory address to your program is called the |
| system break (also called the current break or just the break). |
|
|
| 2. The stack can access it as it grows downward, and you can access the stack regions |
| through %esp. However, your program’s data section doesn’t grow that way. The way to |
| grow that will be explained shortly. |
|
|
| 150 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| Memory Layout of a Linux Program at Startup |
|
|
| Every Memory Address is a Lie |
|
|
| So, why does the computer not allow you to access memory in the break area? To |
| answer this question, we will have to delve into the depths of how your computer |
| really handles memory. |
|
|
| You may have wondered, since every program gets loaded into the same place in |
|
|
| 151 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| memory, don’t they step on each other, or overwrite each other? It would seem so. |
| However, as a program writer, you only access virtual memory. |
|
|
| Physical memory refers to the actual RAM chips inside your computer and what |
| they contain. It’s usually between 16 and 512 Megabytes on modern computers. If |
| we talk about a physical memory address, we are talking about where exactly on |
| these chips a piece of memory is located. Virtual memory is the way your program |
| thinks about memory. Before loading your program, Linux finds an empty |
| physical memory space large enough to fit your program, and then tells the |
| processor to pretend that this memory is actually at the address 0x0804800 to load |
| your program into. Confused yet? Let me explain further. |
|
|
| Each program gets its own sandbox to play in. Every program running on your |
| computer thinks that it was loaded at memory address 0x0804800, and that it’s |
| stack starts at 0xbffffff. When Linux loads a program, it finds a section of unused |
| memory, and then tells the processor to use that section of memory as the address |
| 0x0804800 for this program. The address that a program believes it uses is called |
| the virtual address, while the actual address on the chips that it refers to is called |
| the physical address. The process of assigning virtual addresses to physical |
| addresses is called mapping. |
|
|
| Earlier we talked about the inaccessible memory between the .bss and the stack, |
| but we didn’t talk about why it was there. The reason is that this region of virtual |
| memory addresses hasn’t been mapped onto physical memory addresses. The |
| mapping process takes up considerable time and space, so if every possible virtual |
| address of every possible program were mapped, you would not have enough |
| physical memory to even run one program. So, the break is the beginning of the |
| area that contains unmapped memory. With the stack, however, Linux will |
| automatically map in memory that is accessed from stack pushes. |
|
|
| Of course, this is a very simplified view of virtual memory. The full concept is |
| much more advanced. For example, Virtual memory can be mapped to more than |
| just physical memory; it can be mapped to disk as well. Swap partitions on Linux |
| allow Linux’s virtual memory system to map memory not only to physical RAM, |
|
|
| 152 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| but also to disk blocks as well. For example, let’s say you only have 16 Megabytes |
| of physical memory. Let’s also say that 8 Megabytes are being used by Linux and |
| some basic applications, and you want to run a program that requires 20 |
| Megabytes of memory. Can you? The answer is yes, but only if you have set up a |
| swap partition. What happens is that after all of your remaining 8 Megabytes of |
| physical memory have been mapped into virtual memory, Linux starts mapping |
| parts of your application’s virtual memory to disk blocks. So, if you access a |
| "memory" location in your program, that location may not actually be in memory |
| at all, but on disk. As the programmer you won’t know the difference, though, |
| because it is all handled behind the scenes by Linux. |
|
|
| Now, x86 processors cannot run instructions directly from disk, nor can they |
| access data directly from disk. This requires the help of the operating system. |
| When you try to access memory that is mapped to disk, the processor notices that |
| it can’t service your memory request directly. It then asks Linux to step in. Linux |
| notices that the memory is actually on disk. Therefore, it moves some data that is |
| currently in memory onto disk to make room, and then moves the memory being |
| accessed from the disk back into physical memory. It then adjusts the processor’s |
| virtual-to-physical memory lookup tables so that it can find the memory in the |
| new location. Finally, Linux returns control to the program and restarts it at the |
| instruction which was trying to access the data in the first place. This instruction |
| can now be completed successfully, because the memory is now in physical |
| RAM.3 |
|
|
| Here is an overview of the way memory accesses are handled under Linux: |
|
|
| • The program tries to load memory from a virtual address. |
|
|
| • The processor, using tables supplied by Linux, transforms the virtual memory |
|
|
| address into a physical memory address on the fly. |
|
|
| 3. Note that not only can Linux have a virtual address map to a different physical address, |
| it can also move those mappings around as needed. |
|
|
| 153 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| • |
|
|
| If the processor does not have a physical address listed for the memory address, |
| it sends a request to Linux to load it. |
|
|
| • Linux looks at the address. If it is mapped to a disk location, it continues on to |
| the next step. Otherwise, it terminates the program with a segmentation fault |
| error. |
|
|
| • |
|
|
| If there is not enough room to load the memory from disk, Linux will move |
| another part of the program or another program onto disk to make room. |
|
|
| • Linux then moves the data into a free physical memory address. |
|
|
| • Linux updates the processor’s virtual-to-physical memory mapping tables to |
|
|
| reflect the changes. |
|
|
| • Linux restores control to the program, causing it to re-issue the instruction |
|
|
| which caused this process to happen. |
|
|
| • The processor can now handle the instruction using the newly-loaded memory |
|
|
| and translation tables. |
|
|
| It’s a lot of work for the operating system, but it gives the user and the |
| programmer great flexibility when it comes to memory management. |
|
|
| Now, in order to make the process more efficient, memory is separated out into |
| groups called pages. When running Linux on x86 processors, a page is 4096 bytes |
| of memory. All of the memory mappings are done a page at a time. Physical |
| memory assignment, swapping, mapping, etc. are all done to memory pages |
| instead of individual memory addresses. What this means to you as a programmer |
| is that whenever you are programming, you should try to keep most memory |
| accesses within the same basic range of memory, so you will only need a page or |
| two of memory at a time. Otherwise, Linux may have to keep moving pages on |
| and off of disk to satisfy your memory needs. Disk access is slow, so this can |
| really slow down your program. |
|
|
| Sometimes so many programs can be loaded that there is hardly enough physical |
| memory for them. They wind up spending more time just swapping memory on |
|
|
| 154 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| and off of disk than they do actually processing it. This leads to a condition called |
| swap death which leads to your system being unresponsive and unproductive. It’s |
| usually usually recoverable if you start terminating your memory-hungry |
| programs, but it’s a pain. |
|
|
| Resident Set Size: The amount of memory that your program currently has |
| in physical memory is called it’s resident set size, and can be viewed by |
| using the program top. The resident set size is listed under the column |
| labelled "RSS". |
|
|
| Getting More Memory |
|
|
| We now know that Linux maps all of our virtual memory into physical memory or |
| swap. If you try to access a piece of virtual memory that hasn’t been mapped yet, |
| it triggers an error known as a segmentation fault, which will terminate your |
| program. The program break point, if you remember, is the last valid address you |
| can use. Now, this is all great if you know beforehand how much storage you will |
| need. You can just add all the memory you need to your .data or .bss sections, |
| and it will all be there. However, let’s say you don’t know how much memory you |
| will need. For example, with a text editor, you don’t know how long the person’s |
| file will be. You could try to find a maximum file size, and just tell the user that |
| they can’t go beyond that, but that’s a waste if the file is small. Therefore Linux |
| has a facility to move the break point to accomodate an application’s memory |
| needs. |
|
|
| If you need more memory, you can just tell Linux where you want the new break |
| point to be, and Linux will map all the memory you need between the current and |
| new break point, and then move the break point to the spot you specify. That |
| memory is now available for your program to use. The way we tell Linux to move |
| the break point is through the brk system call. The brk system call is call number |
|
|
| 155 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| 45 (which will be in %eax). %ebx should be loaded with the requested breakpoint. |
| Then you call int $0x80 to signal Linux to do its work. After mapping in your |
| memory, Linux will return the new break point in %eax. The new break point |
| might actually be larger than what you asked for, because Linux rounds up to the |
| nearest page. If there is not enough physical memory or swap to fulfill your |
| request, Linux will return a zero in %eax. Also, if you call brk with a zero in |
| %ebx, it will simply return the last usable memory address. |
|
|
| The problem with this method is keeping track of the memory we request. Let’s |
| say I need to move the break to have room to load a file, and then need to move a |
| break again to load another file. Let’s say I then get rid of the first file. You now |
| have a giant gap in memory that’s mapped, but that you aren’t using. If you |
| continue to move the break in this way for each file you load, you can easily run |
| out of memory. So, what is needed is a memory manager. |
|
|
| A memory manager is a set of routines that takes care of the dirty work of getting |
| your program memory for you. Most memory managers have two basic functions |
| - allocate and deallocate.4 Whenever you need a certain amount of memory, |
| you can simply tell allocate how much you need, and it will give you back an |
| address to the memory. When you’re done with it, you tell deallocate that you |
| are through with it. allocate will then be able to reuse the memory. This pattern |
| of memory management is called dynamic memory allocation. This minimizes the |
| number of "holes" in your memory, making sure that you are making the best use |
| of it you can. The pool of memory used by memory managers is commonly |
| referred to as the heap. |
|
|
| The way memory managers work is that they keep track of where the system |
| break is, and where the memory that you have allocated is. They mark each block |
| of memory in the heap as being used or unused. When you request memory, the |
| memory manager checks to see if there are any unused blocks of the appropriate |
| size. If not, it calls the brk system call to request more memory. When you free |
|
|
| 4. The function names usually aren’t allocate and deallocate, but the functionality |
| will be the same. In the C programming language, for example, they are named malloc and |
| free. |
|
|
| 156 |
|
|
| memory it marks the block as unused so that future requests can retrieve it. In the |
| next section we will look at building our own memory manager. |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| A Simple Memory Manager |
|
|
| Here I will show you a simple memory manager. It is very primitive but it shows |
| the principles quite well. As usual, I will give you the program first for you to look |
| through. Afterwards will follow an in-depth explanation. It looks long, but it is |
| mostly comments. |
|
|
| We add a size field and |
|
|
| and deallocates memory as requested |
|
|
| The programs using these routines will ask |
| for a certain size of memory. We actually |
| use more than that size, but we put it |
| at the beginning, before the pointer |
| we hand back. |
| an AVAILABLE/UNAVAILABLE marker. So, the |
| memory looks like this |
|
|
| #PURPOSE: Program to manage memory usage - allocates |
| # |
| # |
| #NOTES: |
| # |
| # |
| # |
| # |
| # |
| # |
| # |
| # ######################################################### |
| # #Available Marker#Size of memory#Actual memory locations# |
| # ######################################################### |
| # |
| # |
| # |
| # |
| # |
| # |
| # |
|
|
| The pointer we return only points to the actual |
| locations requested to make it easier for the |
| calling program. It also allows us to change our |
| structure without the calling program having to |
| change at all. |
|
|
| ^--Returned pointer |
|
|
| points here |
|
|
| .section .data |
|
|
| 157 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| #######GLOBAL VARIABLES######## |
|
|
| #This points to the beginning of the memory we are managing |
| heap_begin: |
|
|
| .long 0 |
|
|
| #This points to one location past the memory we are managing |
| current_break: |
|
|
| .long 0 |
|
|
| ######STRUCTURE INFORMATION#### |
|
|
| #size of space for memory region header |
| .equ HEADER_SIZE, 8 |
| #Location of the "available" flag in the header |
| .equ HDR_AVAIL_OFFSET, 0 |
| #Location of the size field in the header |
| .equ HDR_SIZE_OFFSET, 4 |
|
|
| ###########CONSTANTS########### |
|
|
| .equ UNAVAILABLE, 0 #This is the number we will use to mark |
|
|
| .equ AVAILABLE, 1 |
|
|
| .equ SYS_BRK, 45 |
|
|
| #space that has been given out |
| #This is the number we will use to mark |
| #space that has been returned, and is |
| #available for giving |
| #system call number for the break |
| #system call |
|
|
| .equ LINUX_SYSCALL, 0x80 #make system calls easier to read |
|
|
| .section .text |
|
|
| 158 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| ##########FUNCTIONS############ |
|
|
| ##allocate_init## |
| #PURPOSE: call this function to initialize the |
| # |
| # |
| # |
| .globl allocate_init |
| .type allocate_init,@function |
|
|
| functions (specifically, this sets heap_begin and |
| current_break). This has no parameters and no |
| return value. |
|
|
| allocate_init: |
|
|
| pushl %ebp |
| movl |
|
|
| %esp, %ebp |
|
|
| #standard function stuff |
|
|
| #If the brk system call is called with 0 in %ebx, it |
| #returns the last valid usable address |
| movl |
| movl |
| int |
|
|
| $SYS_BRK, %eax |
| $0, %ebx |
| $LINUX_SYSCALL |
|
|
| #find out where the break is |
|
|
| incl |
|
|
| %eax |
|
|
| #%eax now has the last valid |
| #address, and we want the |
| #memory location after that |
|
|
| movl %eax, current_break |
|
|
| #store the current break |
|
|
| movl %eax, heap_begin |
|
|
| #store the current break as our |
| #first address. This will cause |
| #the allocate function to get |
| #more memory from Linux the |
| #first time it is run |
|
|
| movl %ebp, %esp |
| popl %ebp |
|
|
| #exit the function |
|
|
| 159 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| ret |
|
|
| #####END OF FUNCTION####### |
|
|
| of the memory block we want to allocate |
|
|
| This function returns the address of the |
| allocated memory in %eax. If there is no |
| memory available, it will return 0 in %eax |
|
|
| This function is used to grab a section of |
| memory. It checks to see if there are any |
| free blocks, and, if not, it asks Linux |
| for a new one. |
|
|
| ##allocate## |
| #PURPOSE: |
| # |
| # |
| # |
| # |
| #PARAMETERS: This function has one parameter - the size |
| # |
| # |
| #RETURN VALUE: |
| # |
| # |
| # |
| # |
| ######PROCESSING######## |
| #Variables used: |
| # |
| # |
| # |
| # |
| # |
| # |
| # |
| #We scan through each memory region starting with |
| #heap_begin. We look at the size of each one, and if |
| #it has been allocated. |
| #requested size, and its available, it grabs that one. |
| #If it does not find a region large enough, it asks |
| #Linux for more memory. |
| #current_break up |
|
|
| %eax - current memory region being examined |
| %ebx - current break position |
| %edx - size of current memory region |
|
|
| %ecx - hold the size of the requested memory |
|
|
| If it’s big enough for the |
|
|
| In that case, it moves |
|
|
| (first/only parameter) |
|
|
| 160 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| .globl allocate |
| .type allocate,@function |
| .equ ST_MEM_SIZE, 8 #stack position of the memory size |
|
|
| #to allocate |
|
|
| allocate: |
|
|
| pushl %ebp |
| movl |
|
|
| %esp, %ebp |
|
|
| #standard function stuff |
|
|
| movl |
|
|
| ST_MEM_SIZE(%ebp), %ecx #%ecx will hold the size |
| #we are looking for (which is the first |
| #and only parameter) |
|
|
| movl |
|
|
| heap_begin, %eax |
|
|
| #%eax will hold the current |
| #search location |
|
|
| movl current_break, %ebx |
|
|
| #%ebx will hold the current |
| #break |
|
|
| alloc_loop_begin: |
|
|
| cmpl %ebx, %eax |
| move_break |
| je |
|
|
| #here we iterate through each |
| #memory region |
|
|
| #need more memory if these are equal |
|
|
| #grab the size of this memory |
| movl HDR_SIZE_OFFSET(%eax), %edx |
| #If the space is unavailable, go to the |
| cmpl $UNAVAILABLE, HDR_AVAIL_OFFSET(%eax) |
| je |
|
|
| next_location |
|
|
| #next one |
|
|
| cmpl %edx, %ecx |
| jle |
|
|
| allocate_here |
|
|
| #If the space is available, compare |
| #the size to the needed size. |
| #big enough, go to allocate_here |
|
|
| If its |
|
|
| 161 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| next_location: |
|
|
| addl |
| addl |
|
|
| $HEADER_SIZE, %eax #The total size of the memory |
| %edx, %eax |
|
|
| #region is the sum of the size |
| #requested (currently stored |
| #in %edx), plus another 8 bytes |
| #for the header (4 for the |
| #AVAILABLE/UNAVAILABLE flag, |
| #and 4 for the size of the |
| #region). So, adding %edx and $8 |
| #to %eax will get the address |
| #of the next memory region |
|
|
| jmp |
|
|
| alloc_loop_begin |
|
|
| #go look at the next location |
|
|
| allocate_here: |
|
|
| #if we’ve made it here, |
| #that means that the |
|
|
| #region header of the region |
| #to allocate is in %eax |
|
|
| #mark space as unavailable |
| movl $UNAVAILABLE, HDR_AVAIL_OFFSET(%eax) |
| addl $HEADER_SIZE, %eax |
|
|
| #move %eax past the header to |
| #the usable memory (since |
| #that’s what we return) |
|
|
| #return from the function |
|
|
| #if we’ve made it here, that |
| #means that we have exhausted |
| #all addressable memory, and |
| #we need to ask for more. |
|
|
| #%ebx holds the current |
|
|
| movl %ebp, %esp |
| popl %ebp |
| ret |
|
|
| move_break: |
|
|
| 162 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| #endpoint of the data, |
|
|
| #and %ecx holds its size |
|
|
| #we need to increase %ebx to |
| #where we _want_ memory |
| #to end, so we |
|
|
| addl $HEADER_SIZE, %ebx #add space for the headers |
|
|
| addl %ecx, %ebx |
|
|
| pushl %eax |
| pushl %ecx |
| pushl %ebx |
|
|
| #structure |
| #add space to the break for |
| #the data requested |
|
|
| #now its time to ask Linux |
| #for more memory |
|
|
| #save needed registers |
|
|
| movl $SYS_BRK, %eax |
|
|
| int |
|
|
| $LINUX_SYSCALL |
|
|
| #reset the break (%ebx has |
| #the requested break point) |
|
|
| #under normal conditions, this should |
| #return the new break in %eax, which |
| #will be either 0 if it fails, or |
| #it will be equal to or larger than |
| #we asked for. We don’t care |
| #in this program where it actually |
| #sets the break, so as long as %eax |
| #isn’t 0, we don’t care what it is |
|
|
| #check for error conditions |
|
|
| #restore saved registers |
|
|
| cmpl $0, %eax |
| je |
|
|
| error |
|
|
| popl %ebx |
| popl %ecx |
|
|
| 163 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| popl %eax |
|
|
| #set this memory as unavailable, since we’re about to |
| #give it away |
| movl $UNAVAILABLE, HDR_AVAIL_OFFSET(%eax) |
| #set the size of the memory |
| movl %ecx, HDR_SIZE_OFFSET(%eax) |
|
|
| #move %eax to the actual start of usable memory. |
| #%eax now holds the return value |
| addl $HEADER_SIZE, %eax |
|
|
| movl %ebx, current_break |
|
|
| #save the new break |
|
|
| movl %ebp, %esp |
| popl %ebp |
| ret |
|
|
| error: |
|
|
| movl $0, %eax |
| movl %ebp, %esp |
| popl %ebp |
| ret |
|
|
| #return the function |
|
|
| #on error, we return zero |
|
|
| ########END OF FUNCTION######## |
|
|
| The purpose of this function is to give back |
| a region of memory to the pool after we’re done |
| using it. |
|
|
| The only parameter is the address of the memory |
| we want to return to the memory pool. |
|
|
| ##deallocate## |
| #PURPOSE: |
| # |
| # |
| # |
| # |
| #PARAMETERS: |
| # |
| # |
|
|
| 164 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| There is no return value |
|
|
| # |
| #RETURN VALUE: |
| # |
| # |
| #PROCESSING: |
| # |
| # |
| # |
| # |
| # |
| # |
| .globl deallocate |
| .type deallocate,@function |
| #stack position of the memory region to free |
| .equ ST_MEMORY_SEG, 4 |
|
|
| If you remember, we actually hand the program the |
| start of the memory that they can use, which is |
| 8 storage locations after the actual start of the |
| memory region. |
| 8 locations and mark that memory as available, |
| so that the allocate function knows it can use it. |
|
|
| All we have to do is go back |
|
|
| deallocate: |
|
|
| #since the function is so simple, we |
| #don’t need any of the fancy function stuff |
|
|
| #get the address of the memory to free |
| #(normally this is 8(%ebp), but since |
| #we didn’t push %ebp or move %esp to |
| #%ebp, we can just do 4(%esp) |
| movl ST_MEMORY_SEG(%esp), %eax |
|
|
| #get the pointer to the real beginning of the memory |
| subl $HEADER_SIZE, %eax |
|
|
| #mark it as available |
| movl $AVAILABLE, HDR_AVAIL_OFFSET(%eax) |
|
|
| #return |
| ret |
|
|
| ########END OF FUNCTION########## |
|
|
| 165 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| The first thing to notice is that there is no _start symbol. The reason is that this |
| is just a set of functions. A memory manager by itself is not a full program - it |
| doesn’t do anything. It is simply a utility to be used by other programs. |
|
|
| To assemble the program, do the following: |
|
|
| as alloc.s -o alloc.o |
|
|
| Okay, now let’s look at the code. |
|
|
| Variables and Constants |
|
|
| At the beginning of the program, we have two locations set up: |
|
|
| heap_begin: |
|
|
| .long 0 |
|
|
| current_break: |
|
|
| .long 0 |
|
|
| Remember, the section of memory being managed is commonly referred to as the |
| heap. When we assemble the program, we have no idea where the beginning of |
| the heap is, nor where the current break is. Therefore, we reserve space for their |
| addresses, but just fill them with a 0 for the time being. |
|
|
| Next we have a set of constants to define the structure of the heap. The way this |
| memory manager works is that before each region of memory allocated, we will |
| have a short record describing the memory. This record has a word reserved for |
| the available flag and a word for the region’s size. The actual memory allocated |
| immediately follows this record. The available flag is used to mark whether this |
| region is available for allocations, or if it is currently in use. The size field lets us |
| know both whether or not this region is big enough for an allocation request, as |
|
|
| 166 |
|
|
| well as the location of the next memory region. The following constants describe |
| this record: |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| .equ HEADER_SIZE, 8 |
| .equ HDR_AVAIL_OFFSET, 0 |
| .equ HDR_SIZE_OFFSET, 4 |
|
|
| This says that the header is 8 bytes total, the available flag is offset 0 bytes from |
| the beginning, and the size field is offset 4 bytes from the beginning. If we are |
| careful to always use these constants, then we protect ourselves from having to do |
| too much work if we later decide to add more information to the header. |
|
|
| The values that we will use for our available field are either 0 for unavailable, |
| or 1 for available. To make this easier to read, we have the following definitions: |
|
|
| .equ UNAVAILABLE, 0 |
| .equ AVAILABLE, 1 |
|
|
| Finally, we have our Linux system call definitions: |
|
|
| .equ BRK, 45 |
| .equ LINUX_SYSCALL, 0x80 |
|
|
| The allocate_init function |
|
|
| Okay, this is a simple function. All it does is set up the heap_begin and |
| current_break variables we discussed earlier. So, if you remember the |
| discussion earlier, the current break can be found using the brk system call. So, |
| the function starts like this: |
|
|
| pushl %ebp |
| movl |
|
|
| %esp, %ebp |
|
|
| movl |
|
|
| $SYS_BRK, %eax |
|
|
| 167 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| movl $0, |
| int |
|
|
| %ebx |
| $LINUX_SYSCALL |
|
|
| Anyway, after int $LINUX_SYSCALL, %eax holds the last valid address. We |
| actually want the first invalid address instead of the last valid address, so we just |
| increment %eax. Then we move that value to the heap_begin and |
| current_break locations. Then we leave the function. The code looks like this: |
|
|
| %eax |
| %eax, current_break |
| %eax, heap_begin |
| %ebp, %esp |
| %ebp |
|
|
| incl |
| movl |
| movl |
| movl |
| popl |
| ret |
|
|
| The heap consists of the memory between heap_begin and current_break, so |
| this says that we start off with a heap of zero bytes. Our allocate function will |
| then extend the heap as much as it needs to when it is called. |
|
|
| The allocate function |
|
|
| This is the doozy function. Let’s start by looking at an outline of the function: |
|
|
| 1. Start at the beginning of the heap. |
|
|
| 2. Check to see if we’re at the end of the heap. |
|
|
| 3. If we are at the end of the heap, grab the memory we need from Linux, mark |
| it as "unavailable" and return it. If Linux won’t give us any more, return a 0. |
|
|
| 4. If the current memory region is marked "unavailable", go to the next one, and |
|
|
| go back to step 2. |
|
|
| 5. If the current memory region is too small to hold the requested amount of |
|
|
| space, go back to step 2. |
|
|
| 168 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| 6. If the memory region is available and large enough, mark it as "unavailable" |
|
|
| and return it. |
|
|
| Now, look back through the code with this in mind. Be sure to read the comments |
| so you’ll know which register holds which value. |
|
|
| Now that you’ve looked back through the code, let’s examine it one line at a time. |
| We start off like this: |
|
|
| pushl %ebp |
| movl %esp, %ebp |
| movl ST_MEM_SIZE(%ebp), %ecx |
| movl heap_begin, %eax |
| movl current_break, %ebx |
|
|
| This part initializes all of our registers. The first two lines are standard function |
| stuff. The next move pulls the size of the memory to allocate off of the stack. This |
| is our only function parameter. After that, it moves the beginning heap address and |
| the end of the heap into registers. I am now ready to do processing. |
|
|
| The next section is marked alloc_loop_begin. In this loop we are going to |
| examine memory regions until we either find an open memory region or determine |
| that we need more memory. Our first instructions check to see if we need more |
| memory: |
|
|
| cmpl %ebx, %eax |
| move_break |
| je |
|
|
| %eax holds the current memory region being examined and %ebx holds the |
| location past the end of the heap. Therefore if the next region to be examined is |
| past the end of the heap, it means we need more memory to allocate a region of |
| this size. Let’s skip down to move_break and see what happens there: |
|
|
| move_break: |
|
|
| addl $HEADER_SIZE, %ebx |
| addl %ecx, %ebx |
|
|
| 169 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| pushl %eax |
| pushl %ecx |
| pushl %ebx |
| movl $SYS_BRK, %eax |
| $LINUX_SYSCALL |
| int |
|
|
| When we reach this point in the code, %ebx holds where we want the next region |
| of memory to be. So, we add our header size and region size to %ebx, and that’s |
| where we want the system break to be. We then push all the registers we want to |
| save on the stack, and call the brk system call. After that we check for errors: |
|
|
| cmpl $0, %eax |
| je |
|
|
| error |
|
|
| If there were no errors we pop the registers back off the stack, mark the memory |
| as unavailable, record the size of the memory, and make sure %eax points to the |
| start of usable memory (which is after the header). |
|
|
| popl %ebx |
| popl %ecx |
| popl %eax |
| movl $UNAVAILABLE, HDR_AVAIL_OFFSET(%eax) |
| movl %ecx, HDR_SIZE_OFFSET(%eax) |
| addl $HEADER_SIZE, %eax |
|
|
| Then we store the new program break and return the pointer to the allocated |
| memory. |
|
|
| movl %ebx, current_break |
| movl %ebp, %esp |
| popl %ebp |
| ret |
|
|
| The error code just returns 0 in %eax, so we won’t discuss it. |
|
|
| 170 |
|
|
| Let’s go back look at the rest of the loop. What happens if the current memory |
| being looked at isn’t past the end of the heap? Well, let’s look. |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| movl HDR_SIZE_OFFSET(%eax), %edx |
| cmpl $UNAVAILABLE, HDR_AVAIL_OFFSET(%eax) |
| je |
|
|
| next_location |
|
|
| This first grabs the size of the memory region and puts it in %edx. Then it looks at |
| the available flag to see if it is set to UNAVAILABLE. If so, that means that memory |
| region is in use, so we’ll have to skip over it. So, if the available flag is set to |
| UNAVAILABLE, you go to the code labeled next_location. If the available flag |
| is set to AVAILABLE, then we keep on going. |
|
|
| Let’s say that the space was available, and so we keep going. Then we check to see |
| if this space is big enough to hold the requested amount of memory. The size of |
| this region is being held in %edx, so we do this: |
|
|
| cmpl %edx, %ecx |
| jle |
|
|
| allocate_here |
|
|
| If the requested size is less than or equal to the current region’s size, we can use |
| this block. It doesn’t matter if the current region is larger than requested, because |
| the extra space will just be unused. So, let’s jump down to allocate_here and |
| see what happens: |
|
|
| $UNAVAILABLE, HDR_AVAIL_OFFSET(%eax) |
| $HEADER_SIZE, %eax |
| %ebp, %esp |
| %ebp |
|
|
| movl |
| addl |
| movl |
| popl |
| ret |
|
|
| It marks the memory as being unavailable. Then it moves the pointer %eax past |
| the header, and uses it as the return value for the function. Remember, the person |
| using this function doesn’t need to even know about our memory header record. |
| They just need a pointer to usable memory. |
|
|
| 171 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| Okay, so let’s say the region wasn’t big enough. What then? Well, we would then |
| be at the code labeled next_location. This section of code is used any time that |
| we figure out that the current memory region won’t work for allocating memory. |
| All it does is advance %eax to the next possible memory region, and goes back to |
| the beginning of the loop. Remember that %edx is holding the size of the current |
| memory region, and HEADER_SIZE is the symbol for the size of the memory |
| region’s header. So this code will move us to the next memory region: |
|
|
| addl |
| addl |
| jmp |
|
|
| $HEADER_SIZE, %eax |
| %edx, %eax |
| alloc_loop_begin |
|
|
| And now the function runs another loop. |
|
|
| Whenever you have a loop, you must make sure that it will always end. The best |
| way to do that is to examine all of the possibilities, and make sure that all of them |
| eventually lead to the loop ending. In our case, we have the following possibilities: |
|
|
| • We will reach the end of the heap |
|
|
| • We will find a memory region that’s available and large enough |
|
|
| • We will go to the next location |
|
|
| The first two items are conditions that will cause the loop to end. The third one |
| will keep it going. However, even if we never find an open region, we will |
| eventually reach the end of the heap, because it is a finite size. Therefore, we know |
| that no matter which condition is true, the loop has to eventually hit a terminating |
| condition. |
|
|
| The deallocate function |
|
|
| The deallocate function is much easier than the allocate one. That’s because |
| it doesn’t have to do any searching at all. It can just mark the current memory |
|
|
| 172 |
|
|
| region as AVAILABLE, and allocate will find it next time it is called. So we |
| have: |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| ST_MEMORY_SEG(%esp), %eax |
| $HEADER_SIZE, %eax |
| $AVAILABLE, HDR_AVAIL_OFFSET(%eax) |
|
|
| movl |
| subl |
| movl |
| ret |
|
|
| In this function, we don’t have to save %ebp or %esp since we’re not changing |
| them, nor do we have to restore them at the end. All we’re doing is reading the |
| address of the memory region from the stack, backing up to the beginning of the |
| header, and marking the region as available. This function has no return value, so |
| we don’t care what we leave in %eax. |
|
|
| Performance Issues and Other Problems |
|
|
| Our simplistic memory manager is not really useful for anything more than an |
| academic exercise. This section looks at the problems with such a simplistic |
| allocator. |
|
|
| The biggest problem here is speed. Now, if there are only a few allocations made, |
| then speed won’t be a big issue. But think about what happens if you make a |
| thousand allocations. On allocation number 1000, you have to search through 999 |
| memory regions to find that you have to request more memory. As you can see, |
| that’s getting pretty slow. In addition, remember that Linux can keep pages of |
| memory on disk instead of in memory. So, since you have to go through every |
| piece of memory your program’s memory, that means that Linux has to load every |
| part of memory that’s currently on disk to check to see if its available. You can see |
| how this could get really, really slow.5 This method is said to run in linear time, |
| which means that every element you have to manage makes your program take |
|
|
| 5. This is why adding more memory to your computer makes it run faster. The more mem- |
| ory your computer has, the less it puts on disk, so it doesn’t have to always be interrupting |
| your programs to retreive pages off the disk. |
|
|
| 173 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| longer. A program that runs in constant time takes the same amount of time no |
| matter how many elements you are managing. Take the deallocate function, for |
| instance. It only runs 4 instructions, no matter how many elements we are |
| managing, or where they are in memory. In fact, although our allocate function |
| is one of the slowest of all memory managers, the deallocate function is one of |
| the fastest. |
|
|
| Another performance problem is the number of times we’re calling the brk |
| system call. System calls take a long time. They aren’t like functions, because the |
| processor has to switch modes. Your program isn’t allowed to map itself memory, |
| but the Linux kernel is. So, the processor has to switch into kernel mode, then |
| Linux maps the memory, and then switches back to user mode for your application |
| to continue running. This is also called a context switch. Context switches are |
| relatively slow on x86 processors. Generally, you should avoid calling the kernel |
| unless you really need to. |
|
|
| Another problem that we have is that we aren’t recording where Linux actually |
| sets the break. Previously we mentioned that Linux might actually set the break |
| past where we requested it. In this program, we don’t even look at where Linux |
| actually sets the break - we just assume it sets it where we requested. That’s not |
| really a bug, but it will lead to unnecessary brk system calls when we already |
| have the memory mapped in. |
|
|
| Another problem we have is that if we are looking for a 5-byte region of memory, |
| and the first open one we come to is 1000 bytes, we will simply mark the whole |
| thing as allocated and return it. This leaves 995 bytes of unused, but allocated, |
| memory. It would be nice in such situations to break it apart so the other 995 bytes |
| can be used later. It would also be nice to combine consecutive free spaces when |
| looking for large allocations. |
|
|
| 174 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| Using our Allocator |
|
|
| The programs we do in this book aren’t complicated enough to necessitate a |
| memory manager. Therefore, we will just use our memory manager to allocate a |
| buffer for one of our file reading/writing programs instead of assigning it in the |
| .bss. |
|
|
| The program we will demonstrate this on is read-records.s from Chapter 6. |
| This program uses a buffer named record_buffer to handle its input/output |
| needs. We will simply change this from being a buffer defined in .bss to being a |
| pointer to a dynamically-allocated buffer using our memory manager. You will |
| need to have the code from that program handy as we will only be discussing the |
| changes in this section. |
|
|
| The first change we need to make is in the declaration. Currently it looks like this: |
|
|
| .section .bss |
| .lcomm, record_buffer, RECORD_SIZE |
|
|
| It would be a misnomer to keep the same name, since we are switching it from |
| being an actual buffer to being a pointer to a buffer. In addition, it now only needs |
| to be one word big (enough to hold a pointer). The new declaration will stay in the |
| .data section and look like this: |
|
|
| record_buffer_ptr: |
|
|
| .long 0 |
|
|
| Our next change is we need to initialize our memory manager immediately after |
| we start our program. Therefore, right after the stack is set up, the following call |
| needs to be added: |
|
|
| call allocate_init |
|
|
| After that, the memory manager is ready to start servicing memory allocation |
| requests. We need to allocate enough memory to hold these records that we are |
|
|
| 175 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| reading. Therefore, we will call allocate to allocate this memory, and then save |
| the pointer it returns into record_buffer_ptr. Like this: |
|
|
| pushl $RECORD_SIZE |
| call allocate |
| movl %eax, record_buffer_ptr |
|
|
| Now, when we make the call to read_record, it is expecting a pointer. In the old |
| code, the pointer was the immediate-mode reference to record_buffer. Now, |
| record_buffer_ptr just holds the pointer rather than the buffer itself. |
| Therefore, we must do a direct mode load to get the value in |
| record_buffer_ptr. We need to remove this line: |
|
|
| pushl $record_buffer |
|
|
| And put this line in its place: |
|
|
| pushl record_buffer_ptr |
|
|
| The next change comes when we are trying to find the address of the firstname |
| field of our record. In the old code, it was $RECORD_FIRSTNAME + |
| record_buffer. However, that only works because it is a constant offset from a |
| constant address. In the new code, it is the offset of an address stored in |
| record_buffer_ptr. To get that value, we will need to move the pointer into a |
| register, and then add $RECORD_FIRSTNAME to it to get the pointer. So where we |
| have the following code: |
|
|
| pushl $RECORD_FIRSTNAME + record_buffer |
|
|
| We need to replace it with this: |
|
|
| record_buffer_ptr, %eax |
| $RECORD_FIRSTNAME, %eax |
|
|
| movl |
| addl |
| pushl %eax |
|
|
| 176 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| Similarly, we need to change the line that says |
|
|
| movl |
|
|
| $RECORD_FIRSTNAME + record_buffer, %ecx |
|
|
| so that it reads like this: |
|
|
| movl |
| addl |
|
|
| record_buffer_ptr, %ecx |
| $RECORD_FIRSTNAME, %ecx |
|
|
| Finally, one change that we need to make is to deallocate the memory once we are |
| done with it (in this program it’s not necessary, but it’s a good practice anyway). |
| To do that, we just send record_buffer_ptr to the deallocate function right |
| before exitting: |
|
|
| pushl record_buffer_ptr |
| deallocate |
| call |
|
|
| Now you can build your program with the following commands: |
|
|
| as read-records.s -o read-records.o |
| ld alloc.o read-record.o read-records.o write-newline.o count- |
| chars.o -o read-records |
|
|
| You can then run your program by doing ./read-records. |
|
|
| The uses of dynamic memory allocation may not be apparent to you at this point, |
| but as you go from academic exercises to real-life programs you will use it |
| continually. |
|
|
| More Information |
|
|
| More information on memory handling in Linux and other operating systems can |
| be found at the following locations: |
|
|
| 177 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| • More information about the memory layout of Linux programs can be found in |
| Konstantin Boldyshev’s document, "Startup state of a Linux/i386 ELF binary", |
| available at http://linuxassembly.org/startup.html |
|
|
| • A good overview of virtual memory in many different systems is available at |
|
|
| http://cne.gmu.edu/modules/vm/ |
|
|
| • Several in-depth articles on Linux’s virtual memory subsystem is available at |
|
|
| http://www.nongnu.org/lkdp/files.html |
|
|
| • Doug Lea has written up a description of his popular memory allocator at |
|
|
| http://gee.cs.oswego.edu/dl/html/malloc.html |
|
|
| • A paper on the 4.4 BSD memory allocator is available at |
|
|
| http://docs.freebsd.org/44doc/papers/malloc.html |
|
|
| Review |
|
|
| Know the Concepts |
|
|
| • Describe the layout of memory when a Linux program starts. |
|
|
| • What is the heap? |
|
|
| • What is the current break? |
|
|
| • Which direction does the stack grow in? |
|
|
| • Which direction does the heap grow in? |
|
|
| • What happens when you access unmapped memory? |
|
|
| • How does the operating system prevent processes from writing over each |
|
|
| other’s memory? |
|
|
| • Describe the process that occurs if a piece of memory you are using is currently |
|
|
| residing on disk? |
|
|
| 178 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| • Why do you need an allocator? |
|
|
| Use the Concepts |
|
|
| • Modify the memory manager so that it calls allocate_init automatically if |
|
|
| it hasn’t been initialized. |
|
|
| • Modify the memory manager so that if the requested size of memory is smaller |
| than the region chosen, it will break up the region into multiple parts. Be sure to |
| take into account the size of the new header record when you do this. |
|
|
| • Modify one of your programs that uses buffers to use the memory manager to |
|
|
| get buffer memory rather than using the .bss. |
|
|
| Going Further |
|
|
| • Research garbage collection. What advantages and disadvantages does this |
|
|
| have over the style of memory management used here? |
|
|
| • Research reference counting. What advantages and disadvantages does this |
|
|
| have over the style of memory management used here? |
|
|
| • Change the name of the functions to malloc and free, and build them into a |
| shared library. Use LD_PRELOAD to force them to be used as your memory |
| manager instead of the default one. Add some write system calls to STDOUT |
| to verify that your memory manager is being used instead of the default one. |
|
|
| 179 |
|
|
| Chapter 9. Intermediate Memory Topics |
|
|
| 180 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| Counting |
|
|
| Counting Like a Human |
|
|
| In many ways, computers count just like humans. So, before we start learning how |
| computers count, let’s take a deeper look at how we count. |
|
|
| How many fingers do you have? No, it’s not a trick question. Humans (normally) |
| have ten fingers. Why is that significant? Look at our numbering system. At what |
| point does a one-digit number become a two-digit number? That’s right, at ten. |
| Humans count and do math using a base ten numbering system. Base ten means |
| that we group everything in tens. Let’s say we’re counting sheep. 1, 2, 3, 4, 5, 6, 7, |
| 8, 9, 10. Why did we all of a sudden now have two digits, and re-use the 1? That’s |
| because we’re grouping our numbers by ten, and we have 1 group of ten sheep. |
| Okay, let’s go to the next number 11. That means we have 1 group of ten sheep, |
| and 1 sheep left ungrouped. So we continue - 12, 13, 14, 15, 16, 17, 18, 19, 20. |
| Now we have 2 groups of ten. 21 - 2 groups of ten, and 1 sheep ungrouped. 22 - 2 |
| groups of ten, and 2 sheep ungrouped. So, let’s say we keep counting, and get to |
| 97, 98, 99, and 100. Look, it happened again! What happens at 100? We now have |
| ten groups of ten. At 101 we have ten groups of ten, and 1 ungrouped sheep. So |
| we can look at any number like this. If we counted 60879 sheep, that would mean |
| that we had 6 groups of ten groups of ten groups of ten groups of ten, 0 groups of |
| ten groups of ten groups of ten, 8 groups of ten groups of ten, 7 groups of ten, and |
| 9 sheep left ungrouped. |
|
|
| So, is there anything significant about grouping things by ten? No! It’s just that |
| grouping by ten is how we’ve always done it, because we have ten fingers. We |
| could have grouped at nine or at eleven (in which case we would have had to make |
| up a new symbol). The only difference between the different groupings of |
| numbers is that we have to re-learn our multiplication, addition, subtraction, and |
|
|
| 181 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| division tables for each grouping. The rules haven’t changed, just the way we |
| represent them. Also, some of our tricks that we learned don’t always apply, |
| either. For example, let’s say we grouped by nine instead of ten. Moving the |
| decimal point one digit to the right no longer multiplies by ten, it now multiplies |
| by nine. In base nine, 500 is only nine times as large as 50. |
|
|
| Counting Like a Computer |
|
|
| The question is, how many fingers does the computer have to count with? The |
| computer only has two fingers. So that means all of the groups are groups of two. |
| So, let’s count in binary - 0 (zero), 1 (one), 10 (two - one group of two), 11 (three - |
| one group of two and one left over), 100 (four - two groups of two), 101 (five - |
| two groups of two and one left over), 110 (six - two groups of two and one group |
| of two), and so on. In base two, moving the decimal one digit to the right |
| multiplies by two, and moving it to the left divides by two. Base two is also |
| referred to as binary. |
|
|
| The nice thing about base two is that the basic math tables are very short. In base |
| ten, the multiplication tables are ten columns wide, and ten columns tall. In base |
| two, it is very simple: |
|
|
| Table of binary addition |
|
|
| 1 |
|
|
| + | 0 | |
| --+-----+----- |
| 0 | 0 | |
| --+-----+----- |
| 1 | 1 | 10 |
|
|
| 0 |
|
|
| Table of binary multiplication |
|
|
| 182 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| 1 |
|
|
| * | 0 | |
| --+-----+----- |
| 0 | 0 | |
| --+-----+----- |
| 1 | 0 | |
|
|
| 1 |
|
|
| 0 |
|
|
| So, let’s add the numbers 10010101 with 1100101: |
|
|
| 10010101 |
| + |
| 1100101 |
| ----------- |
| 11111010 |
|
|
| Now, let’s multiply them: |
|
|
| 10010101 |
| * |
| 1100101 |
| ----------- |
| 10010101 |
|
|
| 00000000 |
|
|
| 10010101 |
|
|
| 00000000 |
|
|
| 00000000 |
|
|
| 10010101 |
|
|
| 10010101 |
|
|
| --------------- |
| 11101011001001 |
|
|
| 183 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| Conversions Between Binary and Decimal |
|
|
| Let’s learn how to convert numbers from binary (base two) to decimal (base ten). |
| This is actually a rather simple process. If you remember, each digit stands for |
| some grouping of two. So, we just need to add up what each digit represents, and |
| we will have a decimal number. Take the binary number 10010101. To find out |
| what it is in decimal, we take it apart like this: |
|
|
| 1 |
| | |
| Individual units (2^0) |
|
|
| 0 |
| | |
| | |
| 0 groups of 2 (2^1) |
|
|
| 1 |
| | |
| | |
| | |
| 1 group of 4 (2^2) |
|
|
| 0 |
| | |
| | |
| | |
| | |
| 0 groups of 8 (2^3) |
|
|
| 1 |
| | |
| | |
| | |
| | |
| | |
| 1 group of 16 (2^4) |
|
|
| 0 |
| | |
| | |
| | |
| | |
| | |
| | |
| 0 groups of 32 (2^5) |
|
|
| 0 |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| 0 groups of 64 (2^6) |
|
|
| 1 |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| 1 group of 128 (2^7) |
|
|
| and then we add all of the pieces together, like this: |
|
|
| 1*128 + 0*64 + 0*32 + 1*16 + 0*8 + 1*4 + 0*2 + 1*1 = |
| 128 + 16 + 4 + 1 = |
| 149 |
|
|
| So 10010101 in binary is 149 in decimal. Let’s look at 1100101. It can be written |
| as |
|
|
| 1*64 + 1*32 + 0 * 16 + 0*8 + 1*4 + 0*2 + 1*1 = |
| 64 + 32 + 4 + 1 = |
| 101 |
|
|
| So we see that 1100101 in binary is 101 in decimal. Let’s look at one more |
| number, 11101011001001. You can convert it to decimal by doing |
|
|
| 1*8192 + 1*4096 + 1*2048 + 0*1024 + 1*512 + 0*256 |
|
|
| 184 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| + 1*128 + 1*64 + 0*32 + 0*16 + 1*8 + 0*4 |
| + 0*2 + 1*1 = |
|
|
| 8192 + 4096 + 2048 + 512 + 128 + 64 + 8 + 1 = |
|
|
| 15049 |
|
|
| Now, if you’ve been paying attention, you have noticed that the numbers we just |
| converted are the same ones we used to multiply with earlier. So, let’s check our |
| results: 101 * 149 = 15049. It worked! |
|
|
| Now let’s look at going from decimal back to binary. In order to do the conversion, |
| you have to divide the number into groups of two. So, let’s say you had the |
| number 17. If you divide it by two, you get 8 with 1 left over. So that means there |
| are 8 groups of two, and 1 ungrouped. That means that the rightmost digit will be |
| 1. Now, we have the rigtmost digit figured out, and 8 groups of 2 left over. Now, |
| let’s see how many groups of two groups of two we have, by dividing 8 by 2. We |
| get 4, with nothing left over. That means that all groups two can be further divided |
| into more groups of two. So, we have 0 groups of only two. So the next digit to the |
| left is 0. So, we divide 4 by 2 and get two, with 0 left over, so the next digit is 0. |
| Then, we divide 2 by 2 and get 1, with 0 left over. So the next digit is 0. Finally, |
| we divide 1 by 2 and get 0 with 1 left over, so the next digit to the left is 1. Now, |
| there’s nothing left, so we’re done. So, the number we wound up with is 10001. |
|
|
| Previously, we converted to binary 11101011001001 to decimal 15049. Let’s do |
| the reverse to make sure that we did it right: |
|
|
| 15049 / 2 = 7524 |
| 7524 / 2 = 3762 |
| 3762 / 2 = 1881 |
| 1881 / 2 = 940 |
| 940 / 2 = 470 |
| 470 / 2 = 235 |
| 235 / 2 = 117 |
| 117 / 2 = 58 |
|
|
| Remaining 1 |
| Remaining 0 |
| Remaining 0 |
| Remaining 1 |
| Remaining 0 |
| Remaining 0 |
| Remaining 1 |
| Remaining 1 |
|
|
| 185 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| 58 / 2 = 29 |
| 29 / 2 = 14 |
| 14 / 2 = 7 |
| 7 / 2 = 3 |
| 3 / 2 = 1 |
| 1 / 2 = 0 |
|
|
| Remaining 0 |
| Remaining 1 |
| Remaining 0 |
| Remaining 1 |
| Remaining 1 |
| Remaining 1 |
|
|
| Then, we put the remaining numbers back together, and we have the original |
| number! Remember the first division remainder goes to the far right, so from the |
| bottom up you have 11101011001001. |
|
|
| Each digit in a binary number is called a bit, which stands for binary digit. |
| Remember, computers divide up their memory into storage locations called bytes. |
| Each storage location on an x86 processor (and most others) is 8 bits long. Earlier |
| we said that a byte can hold any number between 0 and 255. The reason for this is |
| that the largest number you can fit into 8 bits is 255. You can see this for yourself |
| if you convert binary 11111111 into decimal: |
|
|
| 11111111 = |
|
|
| (1 * 2^7) + (1 * 2^6) + (1 * 2^5) + (1 * 2^4) + (1 * 2^3) |
| + (1 * 2^2) + (1 * 2^1) + (1 * 2^0) = |
|
|
| 128 + 64 + 32 + 16 + 8 + 4 + 2 + 1 = |
|
|
| 255 |
|
|
| The largest number that you can hold in 16 bits is 65535. The largest number you |
| can hold in 32 bits is 4294967295 (4 billion). The largest number you can hold in |
| 64 bits is 18,446,744,073,709,551,615. The largest number you can hold in 128 |
| bits is 340,282,366,920,938,463,463,374,607,431,768,211,456. Anyway, you see |
| the picture. For x86 processors, most of the time you will deal with 4-byte |
| numbers (32 bits), because that’s the size of the registers. |
|
|
| 186 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| Truth, Falsehood, and Binary Numbers |
|
|
| Now we’ve seen that the computer stores everything as sequences of 1’s and 0’s. |
| Let’s look at some other uses of this. What if, instead of looking at a sequence of |
| bits as a number, we instead looked at it as a set of switches. For example, let’s say |
| there are four switches that control lighting in the house. We have a switch for |
| outside lights, a switch for the hallway lights, a switch for the living room lights, |
| and a switch for the bedroom lights. We could make a little table showing which |
| of these were on and off, like so: |
|
|
| Outside |
| On |
|
|
| Hallway |
| Off |
|
|
| Living Room Bedroom |
|
|
| On |
|
|
| On |
|
|
| It’s obvious from looking at this that all of the lights are on except the hallway |
| ones. Now, instead of using the words "On" and "Off", let’s use the numbers 1 and |
| 0. 1 will represent on, and 0 will represent off. So, we could represent the same |
| information as |
|
|
| Outside |
| 1 |
|
|
| Hallway |
| 0 |
|
|
| Living Room Bedroom |
|
|
| 1 |
|
|
| 1 |
|
|
| Now, instead of having labels on the light switches, let’s say we just memorized |
| which position went with which switch. Then, the same information could be |
| represented as |
|
|
| 0 |
|
|
| 1 |
|
|
| 1 |
|
|
| 1 |
|
|
| or as |
|
|
| 1011 |
|
|
| This is just one of many ways you can use the computers storage locations to |
| represent more than just numbers. The computers memory just sees numbers, but |
| programmers can use these numbers to represent anything their imaginations can |
|
|
| 187 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| come up with. They just sometimes have to be creative when figuring out the best |
| representation. |
|
|
| Not only can you do regular arithmetic with binary numbers, they also have a few |
| operations of their own, called binary or logical operations . The standard binary |
| operations are |
|
|
| • AND |
|
|
| • OR |
|
|
| • NOT |
|
|
| • XOR |
|
|
| Before we look at examples, I’ll describe them for you. AND takes two bits and |
| returns one bit. AND will return a 1 only if both bits are 1, and a 0 otherwise. For |
| example, 1 AND 1 is 1, but 1 AND 0 is 0, 0 AND 1 is 0, and 0 AND 0 is 0. |
|
|
| OR takes two bits and returns one bit. It will return 1 if either of the original bits is |
| 1. For example, 1 OR 1 is 1, 1 OR 0 is one, 0 OR 1 is 1, but 0 OR 0 is 0. |
|
|
| NOT only takes one bit, and returns it’s opposite NOT 1 is 0 and NOT 0 is 1. |
|
|
| Finally, XOR is like OR, except it returns 0 if both bits are 1. |
|
|
| Computers can do these operations on whole registers at a time. For example, if a |
| register has 10100010101010010101101100101010 and another one has |
| 10001000010101010101010101111010, you can run any of these operations on |
| the whole registers. For example, if we were to AND them, the computer will run |
| from the first bit to the 32nd and run the AND operation on that bit in both |
| registers. In this case: |
|
|
| 10100010101010010101101100101010 AND |
| 10001000010101010101010101111010 |
| -------------------------------- |
| 10000000000000010101000100101010 |
|
|
| 188 |
|
|
| You’ll see that the resulting set of bits only has a one where both numbers had a |
| one, and in every other position it has a zero. Let’s look at what an OR looks like: |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| 10100010101010010101101100101010 OR |
| 10001000010101010101010101111010 |
| -------------------------------- |
| 10101010111111010101111101111010 |
|
|
| In this case, the resulting number has a 1 where either number has a 1 in the given |
| position. Let’s look at the NOT operation: |
|
|
| NOT 10100010101010010101101100101010 |
| ------------------------------------ |
| 01011101010101101010010011010101 |
|
|
| This just reverses each digit. Finally, we have XOR, which is like an OR, except if |
| both digits are 1, it returns 0. |
|
|
| 10100010101010010101101100101010 XOR |
| 10001000010101010101010101111010 |
| -------------------------------- |
| 00101010111111000000111001010000 |
|
|
| This is the same two numbers used in the OR operation, so you can compare how |
| they work. Also, if you XOR a number with itself, you will always get 0, like this: |
|
|
| 10100010101010010101101100101010 XOR |
| 10100010101010010101101100101010 |
| -------------------------------- |
| 00000000000000000000000000000000 |
|
|
| These operations are useful for two reasons: |
|
|
| • The computer can do them extremely fast |
|
|
| 189 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| • You can use them to compare many truth values at the same time |
|
|
| You may not have known that different instructions execute at different speeds. It’s |
| true, they do. And these operations are the fastest on most processors. For |
| example, you saw that XORing a number with itself produces 0. Well, the |
| XOR operation is faster than the loading operation, so many programmers use it to |
| load a register with zero. For example, the code |
|
|
| movl |
|
|
| $0, %eax |
|
|
| is often replaced by |
|
|
| xorl |
|
|
| %eax, %eax |
|
|
| We’ll discuss speed more in Chapter 12, but I want you to see how programmers |
| often do tricky things, especially with these binary operators, to make things fast. |
| Now let’s look at how we can use these operators to manipulate true/false values. |
| Earlier we discussed how binary numbers can be used to represent any number of |
| things. Let’s use binary numbers to represent what things my Dad and I like. First, |
| let’s look at the things I like: |
|
|
| Food: yes |
| Heavy Metal Music: yes |
| Wearing Dressy Clothes: no |
| Football: yes |
|
|
| Now, let’s look at what my Dad likes: |
|
|
| Food: yes |
| Heavy Metal Music: no |
| Wearing Dressy Clothes: yes |
| Football: yes |
|
|
| Now, let’s use a 1 to say yes we like something, and a 0 to say no we don’t. Now |
| we have: |
|
|
| 190 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| Me |
| Food: 1 |
| Heavy Metal Music: 1 |
| Wearing Dressy Clothes: 0 |
| Football: 1 |
|
|
| Dad |
| Food: 1 |
| Heavy Metal Music: 0 |
| Wearing Dressy Clothes: 1 |
| Football: 1 |
|
|
| Now, if we just memorize which position each of these are in, we have |
|
|
| Me |
| 1101 |
|
|
| Dad |
| 1011 |
|
|
| Now, let’s see we want to get a list of things both my Dad and I like. You would |
| use the AND operation. So |
|
|
| 1101 AND |
| 1011 |
| -------- |
| 1001 |
|
|
| Which translates to |
|
|
| Things we both like |
| Food: yes |
| Heavy Metal Music: no |
| Wearing Dressy Clothes: no |
| Football: yes |
|
|
| 191 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| Remember, the computer has no idea what the ones and zeroes represent. That’s |
| your job and your program’s job. If you wrote a program around this |
| representation your program would at some point examine each bit and have code |
| to tell the user what it’s for (if you asked a computer what two people agreed on |
| and it answered 1001, it wouldn’t be very useful). Anyway, let’s say we want to |
| know the things that we disagree on. For that we would use XOR, because it will |
| return 1 only if one or the other is 1, but not both. So |
|
|
| 1101 XOR |
| 1011 |
| -------- |
| 0110 |
|
|
| And I’ll let you translate that back out. |
|
|
| The previous operations: AND, OR, NOT, and XOR are called boolean operators |
| because they were first studied by George Boole. So, if someone mentiones |
| boolean operators or boolean algebra, you now know what they are talking about. |
|
|
| In addition to the boolean operations, there are also two binary operators that |
| aren’t boolean, shift and rotate. Shifts and rotates each do what their name |
| implies, and can do so to the right or the left. A left shift moves each digit of a |
| binary number one space to the left, puts a zero in the ones spot, and chops off the |
| furthest digit to the left. A left rotate does the same thing, but takes the furthest |
| digit to the left and puts it in the ones spot. For example, |
|
|
| Shift left |
| 10010111 = 00101110 |
| Rotate left 10010111 = 00101111 |
|
|
| Notice that if you rotate a number for every digit it has (i.e. - rotating a 32-bit |
| number 32 times), you wind up with the same number you started with. However, |
| if you shift a number for every digit you have, you wind up with 0. So, what are |
| these shifts useful for? Well, if you have binary numbers representing things, you |
| use shifts to peek at each individual value. Let’s say, for instance, that we had my |
| Dad’s likes stored in a register (32 bits). It would look like this: |
|
|
| 192 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| 00000000000000000000000000001011 |
|
|
| Now, as we said previously, this doesn’t work as program output. So, in order to |
| do output, we would need to do shifting and masking. Masking is the process of |
| eliminating everything you don’t want. In this case, for every value we are looking |
| for, we will shift the number so that value is in the ones place, and then mask that |
| digit so that it is all we see. Masking is accomplished by doing an AND with a |
| number that has the bits we are interested in set to 1. For example, let’s say we |
| wanted to print out whether my Dad likes dressy clothes or not. That data is the |
| second value from the right. So, we have to shift the number right 1 digit so it |
| looks like this: |
|
|
| 00000000000000000000000000000101 |
|
|
| and then, we just want to look at that digit, so we mask it by ANDing it with |
| 00000000000000000000000000000001. |
|
|
| 00000000000000000000000000000101 AND |
| 00000000000000000000000000000001 |
| ----------------------------------- |
| 00000000000000000000000000000001 |
|
|
| This will make the value of the register 1 if my Dad likes dressy clothes, and 0 if |
| he doesn’t. Then we can do a comparison to 1 and print the results. The code |
| would look like this: |
|
|
| #NOTE - assume that the register %ebx holds |
| # |
|
|
| my Dad’s preferences |
|
|
| movl |
|
|
| %ebx, %eax #This copies the information into %eax so |
|
|
| #we don’t lose the original data |
|
|
| shrl |
|
|
| $1, %eax |
|
|
| #This is the shift operator. It stands |
| #for Shift Right Long. This first number |
| #is the number of positions to shift, |
|
|
| 193 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| #and the second is the register to shift |
|
|
| #This does the masking |
| andl |
|
|
| $0b00000000000000000000000000000001, %eax |
|
|
| #Check to see if the result is 1 or 0 |
| cmpl |
|
|
| $0b00000000000000000000000000000001, %eax |
|
|
| je |
|
|
| yes_he_likes_dressy_clothes |
|
|
| jmp |
|
|
| no_he_doesnt_like_dressy_clothes |
|
|
| And then we would have two labels which printed something about whether or not |
| he likes dressy clothes and then exits. The 0b notation means that what follows is |
| a binary number. In this case it wasn’t needed, because 1 is the same in any |
| numbering system, but I put it there for clarity. We also didn’t need the 31 zeroes, |
| but I put them in to make a point that the number you are using is 32 bits. |
|
|
| When a number represents a set of options for a function or system call, the |
| individual true/false elements are called flags. Many system calls have numerous |
| options that are all set in the same register using a mechanism like we’ve |
| described. The open system call, for example, has as its second parameter a list of |
| flags to tell the operating system how to open the file. Some of the flags include: |
|
|
| O_WRONLY |
|
|
| This flag is 0b00000000000000000000000000000001 in binary, or 01 in |
| octal (or any number system for that matter). This says to open the file in |
| write-only mode. |
|
|
| O_RDWR |
|
|
| This flag is 0b00000000000000000000000000000010 in binary, or 02 in |
| octal. This says to open the file for both reading and writing. |
|
|
| 194 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| O_CREAT |
|
|
| This flag is 0b00000000000000000000000001000000 in binary, or 0100 |
| in octal. It means to create the file if it doesn’t already exist. |
|
|
| O_TRUNC |
|
|
| This flag is 0b00000000000000000000001000000000 in binary, or |
| 01000 in octal. It means to erase the contents of the file if the file already |
| exists. |
|
|
| O_APPEND |
|
|
| This flag is 0b00000000000000000000010000000000 in binary, or |
| 02000 in octal. It means to start writing at the end of the file rather than at |
| the beginning. |
|
|
| To use these flags, you simply OR them together in the combination that you want. |
| For example, to open a file in write-only mode, and have it create the file if it |
| doesn’t exist, I would use O_WRONLY (01) and O_CREAT (0100). OR’d together, I |
| would have 0101. |
|
|
| Note that if you don’t set either O_WRONLY or O_RDWR, then the file is |
| automatically opened in read-only mode (O_RDONLY, except that it isn’t really a |
| flag since it’s zero). |
|
|
| Many functions and system calls use flags for options, as it allows a single word to |
| hold up to 32 possible options if each option is represented by a single bit. |
|
|
| The Program Status Register |
|
|
| We’ve seen how bits on a register can be used to give the answers of yes/no and |
| true/false statements. On your computer, there is a register called the program |
| status register. This register holds a lot of information about what happens in a |
| computation. For example, have you ever wondered what would happen if you |
|
|
| 195 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| added two numbers and the result was larger than would fit in a register? The |
| program status register has a flag called the carry flag. You can test it to see if the |
| last computation overflowed the register. There are flags for a number of different |
| statuses. In fact, when you do a compare (cmpl) instruction, the result is stored in |
| this register. The conditional jump instructions (jge, jne, etc) use these results to |
| tell whether or not they should jump. jmp, the unconditional jump, doesn’t care |
| what is in the status register, since it is unconditional. |
|
|
| Let’s say you needed to store a number larger than 32 bits. So, let’s say the number |
| is 2 registers wide, or 64 bits. How could you handle this? If you wanted to add |
| two 64 bit numbers, you would add the least significant registers first. Then, if you |
| detected an carry, you could add 1 to the most significant register. In fact, this is |
| probably the way you learned to do decimal addition. If the result in one column is |
| more than 9, you simply carried the number to the next most significant column. If |
| you added 65 and 37, first you add 7 and 4 to get 12. You keep the 2 in the right |
| column, and carry the one to the next column. There you add 6, 3, and the 1 you |
| carried. This results in 10. So, you keep the zero in that column and carry the one |
| to the next most significant column, which is empty, so you just put the one there. |
| Luckily, 32 bits is usually big enough to hold the numbers we use regularly. |
|
|
| Additional program status register flags are examined in Appendix B. |
|
|
| Other Numbering Systems |
|
|
| What we have studied so far only applies to positive integers. However, real-world |
| numbers are not always positive integers. Negative numbers and numbers with |
| decimals are also used. |
|
|
| Floating-point Numbers |
|
|
| So far, the only numbers we’ve dealt with are integers - numbers with no decimal |
| point. Computers have a general problem with numbers with decimal points, |
|
|
| 196 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| because computers can only store fixed-size, finite values. Decimal numbers can |
| be any length, including infinite length (think of a repeating decimal, like the |
| result of 1 / 3). |
|
|
| The way a computer handles decimals is by storing them at a fixed precision |
| (number of significant bits). A computer stores decimal numbers in two parts - the |
| exponent and the mantissa. The mantissa contains the actual digits that will be |
| used, and the exponent is what magnitude the number is. For example, 12345.2 is |
| stored as 1.23452 * 10^4. The mantissa is 1.23452 and the exponent is 4. All |
| numbers are stored as X.XXXXX * 10^XXXX. The number 1 is stored as |
| 1.00000 * 10^0. |
|
|
| Now, the mantissa and the exponent are only so long, which leads to some |
| interesting problems. For example, when a computer stores an integer, if you add 1 |
| to it, the resulting number is one larger. This does not necessarily happen with |
| floating point numbers. If the number is sufficiently big, like 5.234 * 10^5000, |
| adding 1 to it might not even register in the mantissa (remember, both parts are |
| only so long). This affects several things, especially order of operations. Let’s say |
| that I add 1 to 5.234 * 10^5000 a few billion or trillion times. Guess what - the |
| number won’t change at all. However, if I add one to itself enough times, and then |
| add it to the original number, it might make a dent. |
|
|
| You should note that it takes most computers a lot longer to do floating-point |
| arithmetic than it does integer arithmetic. So, for programs that really need speed, |
| integers are mostly used. |
|
|
| Negative Numbers |
|
|
| How would you think that negative numbers on a computer might be represented? |
| One thought might be to use the first digit of a number as the sign, so |
| 00000000000000000000000000000001 would represent the number 1, and |
| 10000000000000000000000000000001 would represent -1. This makes a lot |
| of sense, and in fact some old processors work this way. However, it has some |
|
|
| 197 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| problems. First of all, it takes a lot more circuitry to add and subtract signed |
| numbers represented this way. Even more problematic, this representation has a |
| problem with the number 0. In this system, you could have both a negative and a |
| positive 0. This leads to a lot of questions, like "should negative zero be equal to |
| positive zero?", and "What should the sign of zero be in various circumstances?". |
|
|
| These problems were overcome by using a representation of negative numbers |
| called two’s complement representation. To get the negative representation of a |
| number in two’s complement form, you must perform the following steps: |
|
|
| 1. Perform a NOT operation on the number |
|
|
| 2. Add one to the resulting number |
|
|
| So, to get the negative of 00000000000000000000000000000001, you would |
| first do a NOT operation, which gives 11111111111111111111111111111110, |
| and then add one, giving 11111111111111111111111111111111. To get |
| negative two, first take 00000000000000000000000000000010. The NOT of |
| that number is 11111111111111111111111111111101. Adding one gives |
| 11111111111111111111111111111110. With this representation, you can add |
| numbers just as if they were positive, and come out with the right answers. For |
| example, if you add one plus negative one in binary, you will notice that all of the |
| numbers flip to zero. Also, the first digit still carries the sign bit, making it simple |
| to determine whether or not the number is positive or negative. Negative numbers |
| will always have a 1 in the leftmost bit. This also changes which numbers are |
| valid for a given number of bits. With signed numbers, the possible magnitude of |
| the values is split to allow for both positive and negative numbers. For example, a |
| byte can normally have values up to 255. A signed byte, however, can store values |
| from -128 to 127. |
|
|
| One thing to note about the two’s complement representation of signed numbers is |
| that, unlike unsigned quantities, if you increase the number of bits, you can’t just |
| add zeroes to the left of the number. For example, let’s say we are dealing with |
| four-bit quantities and we had the number -3, 1101. If we were to extend this into |
|
|
| 198 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| an eight-bit register, we could not represent it as 00001101 as this would |
| represent 13, not -3. When you increase the size of a signed quantity in two’s |
| complement representation, you have to perform sign extension. Sign extension |
| means that you have to pad the left-hand side of the quantity with whatever digit is |
| in the sign digit when you add bits. So, if we extend a negative number by 4 digits, |
| we should fill the new digits with a 1. If we extend a positive number by 4 digits, |
| we should fill the new digits with a 0. So, the extension of -3 from four to eight |
| bits will yield 11111101. |
|
|
| The x86 processor has different forms of several instructions depending on |
| whether they expect the quantities they operate on to be signed or unsigned. These |
| are listed in Appendix B. For example, the x86 processor has both a |
| sign-preserving shift-right, sarl, and a shift-right which does not preserve the |
| sign bit, shrl. |
|
|
| Octal and Hexadecimal Numbers |
|
|
| The numbering systems discussed so far have been decimal and binary. However, |
| two others are used common in computing - octal and hexadecimal. In fact, they |
| are probably written more often than binary. Octal is a representation that only |
| uses the numbers 0 through 7. So the octal number 10 is actually 8 in decimal |
| because it is one group of eight. Octal 121 is decimal 81 (one group of 64 (8^2), |
| two groups of 8, and one left over). What makes octal nice is that every 3 binary |
| digits make one octal digit (there is no such grouping of binary digits into |
| decimal). So 0 is 000, 1 is 001, 2 is 010, 3 is 011, 4 is 100, 5 is 101, 6 is 110, and 7 |
| is 111. |
|
|
| Permissions in Linux are done using octal. This is because Linux permissions are |
| based on the ability to read, write and execute. The first bit is the read permission, |
| the second bit is the write permission, and the third bit is the execute permission. |
| So, 0 (000) gives no permissions, 6 (110) gives read and write permission, and 5 |
| (101) gives read and execute permissions. These numbers are then used for the |
|
|
| 199 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| three different sets of permissions - the owner, the group, and everyone else. The |
| number 0644 means read and write for the first permission set, and read-only for |
| the second and third set. The first permission set is for the owner of the file. The |
| third permission set is for the group owner of the file. The last permission set is for |
| everyone else. So, 0751 means that the owner of the file can read, write, and |
| execute the file, the group members can read and execute the file, and everyone |
| else can only execute the file. |
|
|
| Anyway, as you can see, octal is used to group bits (binary digits) into threes. The |
| way the assembler knows that a number is octal is because octal numbers are |
| prefixed with a zero. For example 010 means 10 in octal, which is 8 in decimal. If |
| you just write 10 that means 10 in decimal. The beginning zero is what |
| differentiates the two. So, be careful not to put any leading zeroes in front of |
| decimal numbers, or they will be interepreted as octal numbers! |
|
|
| Hexadecimal numbers (also called just "hex") use the numbers 1-15 for each digit. |
| however, since 10-15 don’t have their own numbers, hexadecimal uses the letters a |
| through f to represent them. For example, the letter a represents 10, the letter b |
| represents 11, and so on. 10 in hexadecimal is 16 in decimal. In octal, each digit |
| represented three bits. In hexadecimal, each digit represents four bits. Every two |
| digits is a full byte, and eight digits is a 32-bit word. So you see, it is considerably |
| easier to write a hexadecimal number than it is to write a binary number, because |
| it’s only a quarter as many digits. The most important number to remember in |
| hexadecimal is f, which means that all bits are set. So, if I want to set all of the |
| bits of a register to 1, I can just do |
|
|
| movl |
|
|
| $0xFFFFFFFF, %eax |
|
|
| Which is considerably easier and less error-prone than writing |
|
|
| movl |
|
|
| $0b11111111111111111111111111111111, %eax |
|
|
| Note also that hexadecimal numbers are prefixed with 0x. So, when we do |
|
|
| 200 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| int |
|
|
| $0x80 |
|
|
| We are calling interrupt number 128 (8 groups of 16), or interrupt number |
| 0b00000000000000000000000010000000. |
|
|
| Hexadecimal and octal numbers take some getting used to, but they are heavily |
| used in computer programming. It might be worthwhile to make up some numbers |
| in hex and try to convert them back and forth to binary, decimal, and octal. |
|
|
| Order of Bytes in a Word |
|
|
| One thing that confuses many people when dealing with bits and bytes on a low |
| level is that, when bytes are written from registers to memory, their bytes are |
| written out least-significant-portion-first.1 What most people expect is that if they |
| have a word in a register, say 0x5d 23 ef ee (the spacing is so you can see |
| where the bytes are), the bytes will be written to memory in that order. However, |
| on x86 processors, the bytes are actually written in reverse order. In memory the |
| bytes would be 0xee ef 23 5d on x86 processors. The bytes are written in |
| reverse order from what they would appear conceptually, but the bits within the |
| bytes are ordered normally. |
|
|
| Not all processors behave this way. The x86 processor is a little-endian processor, |
| which means that it stores the "little end", or least-significant byte of its words |
| first. |
|
|
| 1. |
| Significance in this context is referring to which digit they represent. For example, in |
| the number 294, the digit 2 is the most significant because it represents the hundreds place, |
| 9 is the next most significant, and 4 is the least significant. |
|
|
| 201 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| Register-to-memory transfers on little-endian systems |
|
|
| Other processors are big-endian processors, which means that they store the "big |
| end", or most significant byte, of their words first, the way we would naturally |
| read a number. |
|
|
| 202 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| Register-to-memory transfers on big-endian systems |
|
|
| This difference is not normally a problem (although it has sparked many technical |
| controversies throughout the years). Because the bytes are reversed again (or not, |
| if it is a big-endian processor) when being read back into a register, the |
| programmer usually never notices what order the bytes are in. The byte-switching |
| magic happens automatically behind the scenes during register-to-memory |
| transfers. However, the byte order can cause problems in several instances: |
|
|
| • |
|
|
| If you try to read in several bytes at a time using movl but deal with them on a |
| byte-by-byte basis using the least significant byte (i.e. - by using %al and/or |
| shifting of the register), this will be in a different order than they appear in |
| memory. |
|
|
| 203 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| • |
|
|
| • |
|
|
| If you read or write files written for different architectures, you may have to |
| account for whatever order they write their bytes in. |
|
|
| If you read or write to network sockets, you may have to account for a different |
| byte order in the protocol. |
|
|
| As long as you are aware of the issue, it usually isn’t a big deal. For more in-depth |
| look at byte order issues, you should read DAV’s Endian FAQ at |
| http://www.rdrop.com/~cary/html/endian_faq.html, especially the article "On |
| Holy Wars and a Plea for Peace" by Daniel Cohen. |
|
|
| Converting Numbers for Display |
|
|
| So far, we have been unable to display any number stored to the user, except by |
| the extremely limitted means of passing it through exit codes. In this section, we |
| will discuss converting positive numbers into strings for display. |
|
|
| The function will be called integer2string, and it will take two parameters - |
| an integer to convert and a string buffer filled with null characters (zeroes). The |
| buffer will be assumed to be big enough to store the entire number as a string.(at |
| least 11 characters long, to include a trailing null character). |
|
|
| Remember that the way that we see numbers is in base 10. Therefore, to access the |
| individual decimal digits of a number, we need to be dividing by 10 and |
| displaying the remainder for each digit. Therefore, the process will look like this: |
|
|
| • Divide the number by ten |
|
|
| • The remainder is the current digit. Convert it to a character and store it. |
|
|
| • We are finished if the quotient is zero. |
|
|
| • Otherwise, take the quotient and the next location in the buffer and repeat the |
|
|
| process. |
|
|
| 204 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| The only problem is that since this process deals with the one’s place first, it will |
| leave the number backwards. Therefore, we will have to finish by reversing the |
| characters. We will do this by storing the characters on the stack as we compute |
| them. This way, as we pop them back off to fill in the buffer, it will be in the |
| reverse order that we pushed them on. |
|
|
| The code for the function should be put in a file called integer-to-string.s |
| and should be entered as follows: |
|
|
| for display |
|
|
| A buffer large enough to hold the largest |
| possible number |
| An integer to convert |
|
|
| #PURPOSE: Convert an integer number to a decimal string |
| # |
| # |
| #INPUT: |
| # |
| # |
| # |
| #OUTPUT: The buffer will be overwritten with the |
| # |
| # |
| #Variables: |
| # |
| # %ecx will hold the count of characters processed |
| # %eax will hold the current value |
| # %edi will hold the base (10) |
| # |
|
|
| decimal string |
|
|
| .equ ST_VALUE, 8 |
| .equ ST_BUFFER, 12 |
|
|
| .globl integer2string |
| .type integer2string, @function |
|
|
| integer2string: |
|
|
| #Normal function beginning |
| pushl %ebp |
| movl |
|
|
| %esp, %ebp |
|
|
| 205 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| #Current character count |
| movl $0, %ecx |
|
|
| #Move the value into position |
| movl ST_VALUE(%ebp), %eax |
|
|
| #When we divide by 10, the 10 |
| #must be in a register or memory location |
| movl $10, %edi |
|
|
| conversion_loop: |
|
|
| #Division is actually performed on the |
| #combined %edx:%eax register, so first |
| #clear out %edx |
| movl $0, %edx |
|
|
| #Divide %edx:%eax (which are implied) by 10. |
| #Store the quotient in %eax and the remainder |
| #in %edx (both of which are implied). |
| divl %edi |
|
|
| So, %edx has a number that is |
| You could also interpret this as |
|
|
| #Quotient is in the right place. %edx has |
| #the remainder, which now needs to be converted |
| #into a number. |
| #0 through 9. |
| #an index on the ASCII table starting from the |
| #character ’0’. |
| #is still the ascii code for ’0’. |
| #for ’0’ plus 1 is the ascii code for the |
| #character ’1’. |
| Therefore, the following |
| #instruction will give us the character for the |
| #number stored in %edx |
| addl $’0’, %edx |
|
|
| The ascii code for ’0’ plus zero |
| The ascii code |
|
|
| #Now we will take this value and push it on the |
|
|
| 206 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| #stack. |
| This way, when we are done, we can just |
| #pop off the characters one-by-one and they will |
| #be in the right order. |
| #the whole register, but we only need the byte |
| #in %dl (the last byte of the %edx register) for |
| #the character. |
| pushl %edx |
|
|
| Note that we are pushing |
|
|
| #Increment the digit count |
| incl %ecx |
|
|
| #Check to see if %eax is zero yet, go to next |
| #step if so. |
| cmpl $0, %eax |
| je |
|
|
| end_conversion_loop |
|
|
| #%eax already has its new value. |
|
|
| jmp conversion_loop |
|
|
| end_conversion_loop: |
|
|
| #The string is now on the stack, if we pop it |
| #off a character at a time we can copy it into |
| #the buffer and be done. |
|
|
| #Get the pointer to the buffer in %edx |
| movl ST_BUFFER(%ebp), %edx |
|
|
| copy_reversing_loop: |
|
|
| So we are going to pop off to |
|
|
| #We pushed a whole register, but we only need |
| #the last byte. |
| #the entire %eax register, but then only move the |
| #small part (%al) into the character string. |
| popl %eax |
| movb %al, (%edx) |
|
|
| 207 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| #Decreasing %ecx so we know when we are finished |
| decl %ecx |
| #Increasing %edx so that it will be pointing to |
| #the next byte |
| incl %edx |
|
|
| #Check to see if we are finished |
| cmpl $0, %ecx |
| #If so, jump to the end of the function |
| je |
| #Otherwise, repeat the loop |
| jmp |
|
|
| end_copy_reversing_loop |
|
|
| copy_reversing_loop |
|
|
| end_copy_reversing_loop: |
|
|
| Now write a null byte and return |
|
|
| #Done copying. |
| movb $0, (%edx) |
|
|
| movl %ebp, %esp |
| popl %ebp |
| ret |
|
|
| To show this used in a full program, use the following code, along with the |
| count_chars and write_newline functions written about in previous chapters. |
| The code should be in a file called conversion-program.s. |
|
|
| .include "linux.s" |
|
|
| .section .data |
|
|
| #This is where it will be stored |
|
|
| tmp_buffer: |
|
|
| .ascii "\0\0\0\0\0\0\0\0\0\0\0" |
|
|
| 208 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| .section .text |
|
|
| .globl _start |
|
|
| _start: |
|
|
| movl %esp, %ebp |
|
|
| #Storage for the result |
| pushl $tmp_buffer |
| #Number to convert |
| pushl $824 |
| call integer2string |
| addl $8, %esp |
|
|
| #Get the character count for our system call |
| pushl $tmp_buffer |
| call count_chars |
| addl $4, %esp |
|
|
| #The count goes in %edx for SYS_WRITE |
| movl %eax, %edx |
|
|
| #Make the system call |
| movl $SYS_WRITE, %eax |
| movl $STDOUT, %ebx |
| movl $tmp_buffer, %ecx |
|
|
| int |
|
|
| $LINUX_SYSCALL |
|
|
| #Write a carriage return |
| pushl $STDOUT |
| call write_newline |
|
|
| #Exit |
| movl $SYS_EXIT, %eax |
|
|
| 209 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| movl $0, %ebx |
| int |
|
|
| $LINUX_SYSCALL |
|
|
| To build the program, issue the following commands: |
|
|
| as integer-to-string.s -o integer-to-number.o |
| as count-chars.s -o count-chars.o |
| as write-newline.s -o write-newline.o |
| as conversion-program.s -o conversion-program.o |
| ld integer-to-number.o count-chars.o write-newline.o conversion- |
| program.o -o conversion-program |
|
|
| To run just type ./conversion-program and the output should say 824. |
|
|
| Review |
|
|
| Know the Concepts |
|
|
| • Convert the decimal number 5,294 to binary. |
|
|
| • What number does 0x0234aeff represent? Specify in binary, octal, and decimal. |
|
|
| • Add the binary numbers 10111001 and 101011. |
|
|
| • Multiply the binary numbers 1100 1010110. |
|
|
| • Convert the results of the previous two problems into decimal. |
|
|
| • Describe how AND, OR, NOT, and XOR work. |
|
|
| • What is masking for? |
|
|
| • What number would you use for the flags of the open system call if you wanted |
|
|
| to open the file for writing, and create the file if it doesn’t exist? |
|
|
| 210 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| • How would you represent -55 in a thirty-two bit register? |
|
|
| • Sign-extend the previous quantity into a 64-bit register. |
|
|
| • Describe the difference between little-endian and big-endian storage of words |
|
|
| in memory. |
|
|
| Use the Concepts |
|
|
| • Go back to previous programs that returned numeric results through the exit |
|
|
| status code, and rewrite them to print out the results instead using our integer to |
| string conversion function. |
|
|
| • Modify the integer2string code to return results in octal rather than |
|
|
| decimal. |
|
|
| • Modify the integer2string code so that the conversion base is a parameter |
|
|
| rather than hardcoded. |
|
|
| • Write a function called is_negative that takes a single integer as a parameter |
| and returns 1 if the parameter is negative, and 0 if the parameter is positive. |
|
|
| Going Further |
|
|
| • Modify the integer2string code so that the conversion base can be greater |
|
|
| than 10 (this requires you to use letters for numbers past 9). |
|
|
| • Create a function that does the reverse of integer2string called |
|
|
| number2integer which takes a character string and converts it to a |
| register-sized integer. Test it by running that integer back through the |
| integer2string function and displaying the results. |
|
|
| • Write a program that stores likes and dislikes into a single machine word, and |
|
|
| then compares two sets of likes and dislikes for commonalities. |
|
|
| 211 |
|
|
| Chapter 10. Counting Like a Computer |
|
|
| • Write a program that reads a string of characters from STDIN and converts |
|
|
| them to a number. |
|
|
| 212 |
|
|
| Chapter 11. High-Level Languages |
|
|
| In this chapter we will begin to look at our first "real-world" programming |
| language. Assembly language is the language used at the machine’s level, but most |
| people find coding in assembly language too cumbersome for everyday use. Many |
| computer languages have been invented to make the programming task easier. |
| Knowing a wide variety of languages is useful for many reasons, including |
|
|
| • Different languages are based on different concepts, which will help you to |
|
|
| learn different and better programming methods and ideas. |
|
|
| • Different languages are good for different types of projects. |
|
|
| • Different companies have different standard languages, so knowing more |
|
|
| languages makes your skills more marketable. |
|
|
| • The more languages you know, the easier it is to pick up new ones. |
|
|
| As a programmer, you will often have to pick up new languages. Professional |
| programmers can usually pick up a new language with about a weeks worth of |
| study and practice. Languages are simply tools, and learning to use a new tool |
| should not be something a programmer flinches at. In fact, if you do computer |
| consulting you will often have to learn new languages on the spot in order to keep |
| yourself employed. It will often be your customer, not you, who decides what |
| language is used. This chapter will introduce you to a few of the languages |
| available to you. I encourage you to explore as many languages as you are |
| interested in. I personally try to learn a new language every few months. |
|
|
| Compiled and Interpreted Languages |
|
|
| Many languages are compiled languages. When you write assembly language, |
| each instruction you write is translated into exactly one machine instruction for |
| processing. With compilers, a statement can translate into one or hundreds of |
|
|
| 213 |
|
|
| Chapter 11. High-Level Languages |
|
|
| machine instructions. In fact, depending on how advanced your compiler is, it |
| might even restructure parts of your code to make it faster. In assembly language |
| what you write is what you get. |
|
|
| There are also languages that are interpreted languages. These languages require |
| that the user run a program called an interpreter that in turn runs the given |
| program. These are usually slower than compiled programs, since the interpreter |
| has to read and interpret the code as it goes along. However, in well-made |
| interpreters, this time can be fairly negligible. There is also a class of hybrid |
| languages which partially compile a program before execution into byte-codes. |
| This is done because the interpreter can read the byte-codes much faster than it |
| can read the regular language. |
|
|
| There are many reasons to choose one or the other. Compiled programs are nice, |
| because you don’t have to already have an interpreter installed in the user’s |
| machine. You have to have a compiler for the language, but the users of your |
| program don’t. In an interpreted language, you have to be sure that the user has an |
| interpreter installed for your program, and that the computer knows which |
| interpreter to run your program with. However, interpeted languages tend to be |
| more flexible, while compiled languages are more rigid. |
|
|
| Language choice is usually driven by available tools and support for programming |
| methods rather than by whether a language is compiled or interpretted. In fact |
| many languages have options for either one. |
|
|
| High-level languages, whether compiled or interpreted, are oriented around you, |
| the programmer, instead of around the machine. This opens them up to a wide |
| variety of features, which can include the following: |
|
|
| • Being able to group multiple operations into a single expression |
|
|
| • Being able to use "big values" - values that are much more conceptual than the |
| 4-byte words that computers normally deal with (for example, being able to |
| view text strings as a single value rather than as a string of bytes). |
|
|
| 214 |
|
|
| Chapter 11. High-Level Languages |
|
|
| • Having access to better flow control constructs than just jumps. |
|
|
| • Having a compiler to check types of value assignments and other assertions. |
|
|
| • Having memory handled automatically. |
|
|
| • Being able to work in a language that resembles the problem domain rather than |
|
|
| the computer hardware. |
|
|
| So why does one choose one language over another? For example, many choose |
| Perl because it has a vast library of functions for handling just about every |
| protocol or type of data on the planet. Python, however, has a cleaner syntax and |
| often lends itself to more straightforward solutions. It’s cross-platform GUI tools |
| are also excellent. PHP makes writing web applications simple. Common LISP |
| has more power and features than any other environment for those willing to learn |
| it. Scheme is the model of simplicity and power combined together. C is easy to |
| interface with other languages. |
|
|
| Each language is different, and the more languages you know the better |
| programmer you will be. Knowing the concepts of different languages will help |
| you in all programming, because you can match the programming language to the |
| problem better, and you have a larger set of tools to work with. Even if certain |
| features aren’t directly supported in the language you are using, often they can be |
| simulated. However, if you don’t have a broad experience with languages, you |
| won’t know of all the possibilities you have to choose from. |
|
|
| Your First C Program |
|
|
| Here is your first C program, which prints "Hello world" to the screen and exits. |
| Type it in, and give it the name Hello-World.c |
|
|
| #include <stdio.h> |
|
|
| /* PURPOSE: |
| /* |
|
|
| This program is mean to show a basic */ |
| */ |
| C program. |
|
|
| All it does is print |
|
|
| 215 |
|
|
| Chapter 11. High-Level Languages |
|
|
| /* |
| /* |
|
|
| "Hello World!" to the screen and |
| exit. |
|
|
| */ |
| */ |
|
|
| /* Main Program */ |
| int main(int argc, char **argv) |
| { |
|
|
| /* Print our string to standard output */ |
| puts("Hello World!\n"); |
|
|
| /* Exit with status 0 */ |
| return 0; |
|
|
| } |
|
|
| As you can see, it’s a pretty simple program. To compile it, run the command |
|
|
| gcc -o HelloWorld Hello-World.c |
|
|
| To run the program, do |
|
|
| ./HelloWorld |
|
|
| Let’s look at how this program was put together. |
|
|
| Comments in C are started with /* and ended with */. Comments can span |
| multiple lines, but many people prefer to start and end comments on the same line |
| so they don’t get confused. |
|
|
| #include <stdio.h> is the first part of the program. This is a preprocessor |
| directive. C compiling is split into two stages - the preprocessor and the main |
| compiler. This directive tells the preprocessor to look for the file stdio.h and |
| paste it into your program. The preprocessor is responsible for putting together the |
| text of the program. This includes sticking different files together, running macros |
| on your program text, etc. After the text is put together, the preprocessor is done |
| and the main compiler goes to work. |
|
|
| 216 |
|
|
| Chapter 11. High-Level Languages |
|
|
| Now, everything in stdio.h is now in your program just as if you typed it there |
| yourself. The angle brackets around the filename tell the compiler to look in it’s |
| standard paths for the file (/usr/include and /usr/local/include, usually). |
| If it was in quotes, like #include "stdio.h" it would look in the current |
| directory for the file. Anyway, stdio.h contains the declarations for the standard |
| input and output functions and variables. These declarations tell the compiler what |
| functions are available for input and output. The next few lines are simply |
| comments about the program. |
|
|
| Then there is the line int main(int argc, char **argv). This is the start |
| of a function. C Functions are declared with their name, arguments and return |
| type. This declaration says that the function’s name is main, it returns an int |
| (integer - 4 bytes long on the x86 platform), and has two arguments - an int |
| called argc and a char ** called argv. You don’t have to worry about where the |
| arguments are positioned on the stack - the C compiler takes care of that for you. |
| You also don’t have to worry about loading values into and out of registers |
| because the compiler takes care of that, too. |
|
|
| The main function is a special function in the C language - it is the start of all C |
| programs (much like _start in our assembly-language programs). It always |
| takes two parameters. The first parameter is the number of arguments given to this |
| command, and the second parameter is a list of the arguments that were given. |
|
|
| The next line is a function call. In assembly language, you had to push the |
| arguments of a function onto the stack, and then call the function. C takes care of |
| this complexity for you. You simply have to call the function with the parameters |
| in parenthesis. In this case, we call the function puts, with a single parameter. |
| This parameter is the character string we want to print. We just have to type in the |
| string in quotations, and the compiler takes care of defining storage and moving |
| the pointers to that storage onto the stack before calling the function. As you can |
| see, it’s a lot less work. |
|
|
| Finally our function returns the number 0. In assembly language, we stored our |
| return value in %eax, but in C we just use the return command and it takes care |
|
|
| 217 |
|
|
| Chapter 11. High-Level Languages |
|
|
| of that for us. The return value of the main function is what is used as the exit |
| code for the program. |
|
|
| As you can see, using high-level languages makes life much easier. It also allows |
| our programs to run on multiple platforms more easily. In assembly language, |
| your program is tied to both the operating system and the hardware platform, |
| while in compiled and interpreted languages the same code can usually run on |
| multiple operating systems and hardware platforms. For example, this program |
| can be built and executed on x86 hardware running Linux®, Windows®, UNIX®, |
| or most other operating systems. In addition, it can also run on Macintosh |
| hardware running a number of operating systems. |
|
|
| Additional information on the C programming language can be found in Appendix |
| E. |
|
|
| Perl |
|
|
| Perl is an interpreted language, existing mostly on Linux and UNIX-based |
| platforms. It actually runs on almost all platforms, but you find it most often on |
| Linux and UNIX-based ones. Anyway, here is the Perl version of the program, |
| which should be typed into a file named Hello-World.pl: |
|
|
| #!/usr/bin/perl |
|
|
| print("Hello world!\n"); |
|
|
| Since Perl is interpreted, you don’t need to compile or link it. Just run in with the |
| following command: |
|
|
| perl Hello-World.pl |
|
|
| As you can see, the Perl version is even shorter than the C version. With Perl you |
| don’t have to declare any functions or program entry points. You can just start |
|
|
| 218 |
|
|
| Chapter 11. High-Level Languages |
|
|
| typing commands and the interpreter will run them as it comes to them. In fact this |
| program only has two lines of code, one of which is optional. |
|
|
| The first, optional line is used for UNIX machines to tell which interpreter to use |
| to run the program. The #! tells the computer that this is an interpreted program, |
| and the /usr/bin/perl tells the computer to use the program /usr/bin/perl |
| to interpret the program. However, since we ran the program by typing in perl |
| Hello-World.pl, we had already specified that we were using the perl |
| interpreter. |
|
|
| The next line calls a Perl builtin function, print. This has one parameter, the string |
| to print. The program doesn’t have an explicit return statement - it knows to return |
| simply because it runs off the end of the file. It also knows to return 0 because |
| there were no errors while it ran. You can see that interpreted languages are often |
| focused on letting you get working code as quickly as possible, without having to |
| do a lot of extra legwork. |
|
|
| One thing about Perl that isn’t so evident from this example is that Perl treats |
| strings as a single value. In assembly language, we had to program according to |
| the computer’s memory architecture, which meant that strings had to be treated as |
| a sequence of multiple values, with a pointer to the first letter. Perl pretends that |
| strings can be stored directly as values, and thus hides the complication of |
| manipulating them for you. In fact, one of Perl’s main strengths is it’s ability and |
| speed at manipulating text. |
|
|
| Python |
|
|
| The Python version of the program looks almost exactly like the Perl one. |
| However, Python is really a very different language than Perl, even if it doesn’t |
| seem so from this trivial example. Type the program into a file named |
| Hello-World.py. The program follows: |
|
|
| #!/usr/bin/python |
|
|
| 219 |
|
|
| Chapter 11. High-Level Languages |
|
|
| print "Hello World" |
|
|
| You should be able to tell what the different lines of the program do. |
|
|
| Review |
|
|
| Know the Concepts |
|
|
| • What is the difference between an intepretted language and a compiled |
|
|
| language? |
|
|
| • What reasons might cause you to need to learn a new programming language? |
|
|
| Use the Concepts |
|
|
| • Learn the basic syntax of a new programming language. Re-code one of the |
|
|
| programs in this book in that language. |
|
|
| • |
|
|
| In the program you wrote in the question above, what specific things were |
| automated in the programming language you chose? |
|
|
| • Modify your program so that it runs 10,000 times in a row, both in assembly |
|
|
| language and in your new language. Then run the time command to see which |
| is faster. Which does come out ahead? Why do you think that is? |
|
|
| • How does the programming language’s input/output methods differ from that of |
|
|
| the Linux system calls? |
|
|
| 220 |
|
|
| Going Further |
|
|
| Chapter 11. High-Level Languages |
|
|
| • Having seen languages which have such brevity as Perl, why do you think this |
|
|
| book started you with a language as verbose as assembly language? |
|
|
| • How do you think high level languages have affected the process of |
|
|
| programming? |
|
|
| • Why do you think so many languages exist? |
|
|
| • Learn two new high level languages. How do they differ from each other? How |
|
|
| are they similar? What approach to problem-solving does each take? |
|
|
| 221 |
|
|
| Chapter 11. High-Level Languages |
|
|
| 222 |
|
|
| Chapter 12. Optimization |
|
|
| Optimization is the process of making your application run more effectively. You |
| can optimize for many things - speed, memory space usage, disk space usage, etc. |
| This chapter, however, focuses on speed optimization. |
|
|
| When to Optimize |
|
|
| It is better to not optimize at all than to optimize too soon. When you optimize, |
| your code generally becomes less clear, because it becomes more complex. |
| Readers of your code will have more trouble discovering why you did what you |
| did which will increase the cost of maintenance of your project. Even when you |
| know how and why your program runs the way it does, optimized code is harder to |
| debug and extend. It slows the development process down considerably, both |
| because of the time it takes to optimize the code, and the time it takes to modify |
| your optimized code. |
|
|
| Compounding this problem is that you don’t even know beforehand where the |
| speed issues in your program will be. Even experienced programmers have trouble |
| predicting which parts of the program will be the bottlenecks which need |
| optimization, so you will probably end up wasting your time optimizing the wrong |
| parts. the Section called Where to Optimize will discuss how to find the parts of |
| your program that need optimization. |
|
|
| While you develop your program, you need to have the following priorities: |
|
|
| • Everything is documented |
|
|
| • Everything works as documented |
|
|
| • The code is written in an modular, easily modifiable form |
|
|
| Documentation is essential, especially when working in groups. The proper |
| functioning of the program is essential. You’ll notice application speed was not |
|
|
| 223 |
|
|
| Chapter 12. Optimization |
|
|
| anywhere on that list. Optimization is not necessary during early development for |
| the following reasons: |
|
|
| • Minor speed problems can be usually solved through hardware, which is often |
|
|
| much cheaper than a programmer’s time. |
|
|
| • Your application will change dramatically as you revise it, therefore wasting |
|
|
| most of your efforts to optimize it.1 |
|
|
| • Speed problems are usually localized in a few places in your code - finding |
|
|
| these is difficult before you have most of the program finished. |
|
|
| Therefore, the time to optimize is toward the end of development, when you have |
| determined that your correct code actually has performance problems. |
|
|
| In a web-based e-commerce project I was involved in, I focused entirely on |
| correctness. This was much to the dismay of my colleagues, who were worried |
| about the fact that each page took twelve seconds to process before it ever started |
| loading (most web pages process in under a second). However, I was determined |
| to make it the right way first, and put optimization as a last priority. When the |
| code was finally correct after 3 months of work, it took only three days to find and |
| eliminate the bottlenecks, bringing the average processing time under a quarter of |
| a second. By focusing on the correct order, I was able to finish a project that was |
| both correct and efficient. |
|
|
| Where to Optimize |
|
|
| Once you have determined that you have a performance issue you need to |
| determine where in the code the problems occur. You can do this by running a |
| profiler. A profiler is a program that will let you run your program, and it will tell |
| you how much time is spent in each function, and how many times they are run. |
|
|
| 1. Many new projects often have a first code base which is completely rewritten as devel- |
| opers learn more about the problem they are trying to solve. Any optimization done on the |
| first codebase is completely wasted. |
|
|
| 224 |
|
|
| Chapter 12. Optimization |
|
|
| gprof is the standard GNU/Linux profiling tool, but a discussion of using |
| profilers is outside the scope of this text. After running a profiler, you can |
| determine which functions are called the most or have the most time spent in |
| them. These are the ones you should focus your optimization efforts on. |
|
|
| If a program only spends 1% of its time in a given function, then no matter how |
| much you speed it up you will only achieve a maximum of a 1% overall speed |
| improvement. However, if a program spends 20% of its time in a given function, |
| then even minor improvements to that functions speed will be noticeable. |
| Therefore, profiling gives you the information you need to make good choices |
| about where to spend your programming time. |
|
|
| In order to optimize functions, you need to understand in what ways they are |
| being called and used. The more you know about how and when a function is |
| called, the better position you will be in to optimize it appropriately. |
|
|
| There are two main categories of optimization - local optimizations and global |
| optimizations. Local optimizations consist of optimizations that are either |
| hardware specific - such as the fastest way to perform a given computation - or |
| program-specific - such as making a specific piece of code perform the best for the |
| most often-occuring case. Global optimization consist of optimizations which are |
| structural. For example, if you were trying to find the best way for three people in |
| different cities to meet in St. Louis, a local optimization would be finding a better |
| road to get there, while a global optimization would be to decide to teleconference |
| instead of meeting in person. Global optimization often involves restructuring |
| code to avoid performance problems, rather than trying to find the best way |
| through them. |
|
|
| Local Optimizations |
|
|
| The following are some well-known methods of optimizing pieces of code. When |
| using high level languages, some of these may be done automatically by your |
| compiler’s optimizer. |
|
|
| 225 |
|
|
| Chapter 12. Optimization |
|
|
| Precomputing Calculations |
|
|
| Sometimes a function has a limitted number of possible inputs and outputs. |
| In fact, it may be so few that you can actually precompute all of the possible |
| answers beforehand, and simply look up the answer when the function is |
| called. This takes up some space since you have to store all of the answers, |
| but for small sets of data this works out really well, especially if the |
| computation normally takes a long time. |
|
|
| Remembering Calculation Results |
|
|
| This is similar to the previous method, but instead of computing results |
| beforehand, the result of each calculation requested is stored. This way when |
| the function starts, if the result has been computed before it will simply |
| return the previous answer, otherwise it will do the full computation and store |
| the result for later lookup. This has the advantage of requiring less storage |
| space because you aren’t precomputing all results. This is sometimes termed |
| caching or memoizing. |
|
|
| Locality of Reference |
|
|
| Locality of reference is a term for where in memory the data items you are |
| accessing are. With virtual memory, you may access pages of memory which |
| are stored on disk. In such a case, the operating system has to load that |
| memory page from disk, and unload others to disk. Let’s say, for instance, |
| that the operating system will allow you to have 20k of memory in physical |
| memory and forces the rest of it to be on disk, and your application uses 60k |
| of memory. Let’s say your program has to do 5 operations on each piece of |
| data. If it does one operation on every piece of data, and then goes through |
| and does the next operation on each piece of data, eventually every page of |
| data will be loaded and unloaded from the disk 5 times. Instead, if you did all |
| 5 operations on a given data item, you only have to load each page from disk |
| once. When you bundle as many operations on data that is physically close to |
| each other in memory, then you are taking advantage of locality of reference. |
|
|
| 226 |
|
|
| Chapter 12. Optimization |
|
|
| In addition, processors usually store some data on-chip in a cache. If you |
| keep all of your operations within a small area of physical memory, your |
| program may bypass even main memory and only use the chip’s ultra-fast |
| cache memory. This is all done for you - all you have to do is to try to operate |
| on small sections of memory at a time, rather than bouncing all over the |
| place. |
|
|
| Register Usage |
|
|
| Registers are the fastest memory locations on the computer. When you |
| access memory, the processor has to wait while it is loaded from the memory |
| bus. However, registers are located on the processor itself, so access is |
| extremely fast. Therefore making wise usage of registers is extremely |
| important. If you have few enough data items you are working with, try to |
| store them all in registers. In high level languages, you do not always have |
| this option - the compiler decides what goes in registers and what doesn’t. |
|
|
| Inline Functions |
|
|
| Functions are great from the point of view of program management - they |
| make it easy to break up your program into independent, understandable, and |
| reuseable parts. However, function calls do involve the overhead of pushing |
| arguments onto the stack and doing the jumps (remember locality of |
| reference - your code may be swapped out on disk instead of in memory). For |
| high level languages, it’s often impossible for compilers to do optimizations |
| across function-call boundaries. However, some languages support inline |
| functions or function macros. These functions look, smell, taste, and act like |
| real functions, except the compiler has the option to simply plug the code in |
| exactly where it was called. This makes the program faster, but it also |
| increases the size of the code. There are also many functions, like recursive |
| functions, which cannot be inlined because they call themselves either |
| directly or indirectly. |
|
|
| 227 |
|
|
| Chapter 12. Optimization |
|
|
| Optimized Instructions |
|
|
| Often times there are multiple assembly language instructions which |
| accomplish the same purpose. A skilled assembly language programmer |
| knows which instructions are the fastest. However, this can change from |
| processor to processor. For more information on this topic, you need to see |
| the user’s manual that is provided for the specific chip you are using. As an |
| example, let’s look at the process of loading the number 0 into a register. On |
| most processors, doing a movl $0, %eax is not the quickest way. The |
| quickest way is to exclusive-or the register with itself, xorl %eax, %eax. |
| This is because it only has to access the register, and doesn’t have to transfer |
| any data. For users of high-level languages, the compiler handles this kind of |
| optimizations for you. For assembly-language programmers, you need to |
| know your processor well. |
|
|
| Addressing Modes |
|
|
| Different addressing modes work at different speeds. The fastest are the |
| immediate and register addressing modes. Direct is the next fastest, indirect |
| is next, and base pointer and indexed indirect are the slowest. Try to use the |
| faster addressing modes, when possible. One interesting consequence of this |
| is that when you have a structured piece of memory that you are accessing |
| using base pointer addressing, the first element can be accessed the quickest. |
| Since it’s offset is 0, you can access it using indirect addressing instead of |
| base pointer addressing, which makes it faster. |
|
|
| Data Alignment |
|
|
| Some processors can access data on word-aligned memory boundaries (i.e. - |
| addresses divisible by the word size) faster than non-aligned data. So, when |
| setting up structures in memory, it is best to keep it word-aligned. Some |
| non-x86 processors, in fact, cannot access non-aligned data in some modes. |
|
|
| These are just a smattering of examples of the kinds of local optimizations |
| possible. However, remember that the maintainability and readability of code is |
|
|
| 228 |
|
|
| much more important except under extreme circumstances. |
|
|
| Chapter 12. Optimization |
|
|
| Global Optimization |
|
|
| Global optimization has two goals. The first one is to put your code in a form |
| where it is easy to do local optimiztions. For example, if you have a large |
| procedure that performs several slow, complex calculations, you might see if you |
| can break parts of that procedure into their own functions where the values can be |
| precomputed or memoized. |
|
|
| Stateless functions (functions that only operate on the parameters that were passed |
| to them - i.e. no globals or system calls) are the easiest type of functions to |
| optimize in a computer. The more stateless parts of your program you have, the |
| more opportunities you have to optimize. In the e-commerce situation I wrote |
| about above, the computer had to find all of the associated parts for specific |
| inventory items. This required about 12 database calls, and in the worst case took |
| about 20 seconds. However, the goal of this program was to be interactive, and a |
| long wait would destroy that goal. However, I knew that these inventory |
| configurations do not change. Therefore, I converted the database calls into their |
| own functions, which were stateless. I was then able to memoize the functions. At |
| the beginning of each day, the function results were cleared in case anyone had |
| changed them, and several inventory items were automatically preloaded. From |
| then on during the day, the first time someone accessed an inventory item, it would |
| take the 20 seconds it did beforehand, but afterwards it would take less than a |
| second, because the database results had been memoized. |
|
|
| Global optimization usually often involves achieving the following properties in |
| your functions: |
|
|
| Parallelization |
|
|
| Parallelization means that your algorithm can effectively be split among |
| multiple processes. For example, pregnancy is not very parallelizable because |
|
|
| 229 |
|
|
| Chapter 12. Optimization |
|
|
| no matter how many women you have, it still takes nine months. However, |
| building a car is parallelizable because you can have one worker working on |
| the engine while another one is working on the interior. Usually, applications |
| have a limit to how parallelizable they are. The more parallelizable your |
| application is, the better it can take advantage of multiprocessor and clustered |
| computer configurations. |
|
|
| Statelessness |
|
|
| As we’ve discussed, stateless functions and programs are those that rely |
| entirely on the data explicitly passed to them for functioning. Most processes |
| are not entirely stateless, but they can be within limits. In my e-commerce |
| example, the function wasn’t entirely stateless, but it was within the confines |
| of a single day. Therefore, I optimized it as if it were a stateless function, but |
| made allowances for changes at night. Two great benefits resulting from |
| statelessness is that most stateless functions are parallelizable and often |
| benefit from memoization. |
|
|
| Global optimization takes quite a bit of practice to know what works and what |
| doesn’t. Deciding how to tackle optimization problems in code involves looking at |
| all the issues, and knowing that fixing some issues may cause others. |
|
|
| Review |
|
|
| Know the Concepts |
|
|
| • At what level of importance is optimization compared to the other priorities in |
|
|
| programming? |
|
|
| • What is the difference between local and global optimizations? |
|
|
| • Name some types of local optimizations. |
|
|
| 230 |
|
|
| • How do you determine what parts of your program need optimization? |
|
|
| • At what level of importance is optimization compared to the other priorities in |
|
|
| programming? Why do you think I repeated that question? |
|
|
| Chapter 12. Optimization |
|
|
| Use the Concepts |
|
|
| • Go back through each program in this book and try to make optimizations |
|
|
| according to the procedures outlined in this chapter |
|
|
| • Pick a program from the previous exercise and try to calculate the performance |
|
|
| impact on your code under specific inputs.2 |
|
|
| Going Further |
|
|
| • Find an open-source program that you find particularly fast. Contact one of the |
|
|
| developers and ask about what kinds of optimizations they performed to |
| improve the speed. |
|
|
| • Find an open-source program that you find particularly slow, and try to imagine |
| the reasons for the slowness. Then, download the code and try to profile it using |
| gprof or similar tool. Find where the code is spending the majority of the time |
| and try to optimize it. Was the reason for the slowness different than you |
| imagined? |
|
|
| • Has the compiler eliminated the need for local optimizations? Why or why not? |
|
|
| • What kind of problems might a compiler run in to if it tried to optimize code |
|
|
| across function call boundaries? |
|
|
| 2. Since these programs are usually short enough not to have noticeable performance prob- |
| lems, looping through the program thousands of times will exaggerate the time it takes to |
| run enough to make calculations. |
|
|
| 231 |
|
|
| Chapter 12. Optimization |
|
|
| 232 |
|
|
| Chapter 13. Moving On from Here |
|
|
| Congratulations on getting this far. You should now have a basis for understanding |
| the issues involved in many areas of programming. Even if you never use |
| assembly language again, you have gained a valuable perspective and mental |
| framework for understanding the rest of computer science. |
|
|
| There are essentially three methods to learn to program: |
|
|
| • From the Bottom Up - This is how this book teaches. It starts with low-level |
|
|
| programming, and works toward more generalized teaching. |
|
|
| • From the Top Down - This is the opposite direction. This focuses on what you |
| want to do with the computer, and teaches you how to break it down more and |
| more until you get to the low levels. |
|
|
| • From the Middle - This is characterized by books which teach a specific |
|
|
| programming language or API. These are not as concerned with concepts as |
| they are with specifics. |
|
|
| Different people like different approaches, but a good programmer takes all of |
| them into account. The bottom-up approaches help you understand the machine |
| aspects, the top-down approaches help you understand the problem-area aspects, |
| and the middle approaches help you with practical questions and answers. To |
| leave any of these aspects out would be a mistake. |
|
|
| Computer Programming is a vast subject. As a programmer, you will need to be |
| prepared to be constantly learning and pushing your limits. These books will help |
| you do that. They not only teach their subjects, but also teach various ways and |
| methods of thinking. As Alan Perlis said, "A language that doesn’t affect the way |
| you think about programming is not worth knowing" |
| (http://www.cs.yale.edu/homes/perlis-alan/quotes.html). If you are constantly |
| looking for new and better ways of doing and thinking, you will make a successful |
| programmer. If you do not seek to enhance yourself, "A little sleep, a little |
| slumber, a little folding of the hands to rest - and poverty will come on you like a |
|
|
| 233 |
|
|
| Chapter 13. Moving On from Here |
|
|
| bandit and scarcity like an armed man." (Proverbs 24:33-34 NIV). Perhaps not |
| quite that severe, but still, it’s best to always be learning. |
|
|
| These books were selected because of their content and the amount of respect they |
| have in the computer science world. Each of them brings something unique. There |
| are many books here. The best way to start would be to look through online |
| reviews of several of the books, and find a starting point that interests you. |
|
|
| From the Bottom Up |
|
|
| This list is in the best reading order I could find. It’s not necessarily easiest to |
| hardest, but based on subject matter. |
|
|
| • Programming from the Ground Up by Jonathan Bartlett |
|
|
| • |
|
|
| Introduction to Algorithms by Thomas H. Cormen, Charles E. Leiserson, and |
| Ronald L. Rivest |
|
|
| • The Art of Computer Programming by Donald Knuth (3 volume set - volume 1 |
|
|
| is the most important) |
|
|
| • Programming Languages by Samuel N. Kamin |
|
|
| • Modern Operating Systems by Andrew Tanenbaum |
|
|
| • Linkers and Loaders by John Levine |
|
|
| • Computer Organization and Design: The Hardware/Software Interface by |
|
|
| David Patterson and John Hennessy |
|
|
| From the Top Down |
|
|
| These books are arranged from the simplest to the hardest. However, they can be |
| read in any order you feel comfortable with. |
|
|
| 234 |
|
|
| Chapter 13. Moving On from Here |
|
|
| • How to Design Programs by Matthias Felleisen, Robert Bruce Findler, Matthew |
|
|
| Flatt, and Shiram Krishnamurthi, available online at http://www.htdp.org/ |
|
|
| • Simply Scheme: An Introduction to Computer Science by Brian Harvey and |
|
|
| Matthew Wright |
|
|
| • How to Think Like a Computer Scientist: Learning with Python by Allen |
|
|
| Downey, Jeff Elkner, and Chris Meyers, available online at |
| http://www.greenteapress.com/thinkpython/ |
|
|
| • Structure and Interpretation of Computer Programs by Harold Abelson and |
|
|
| Gerald Jay Sussman with Julie Sussman, available online at |
| http://mitpress.mit.edu/sicp/ |
|
|
| • Design Patterns by Erich Gamma, Richard Helm, Ralph Johnson, and John |
|
|
| Vlissides |
|
|
| • What not How: The Rules Approach to Application Development by Chris Date |
|
|
| • The Algorithm Design Manual by Steve Skiena |
|
|
| • Programming Language Pragmatics by Michael Scott |
|
|
| • Essentials of Programming Languages by Daniel P. Friedman, Mitchell Wand, |
|
|
| and Christopher T. Haynes |
|
|
| From the Middle Out |
|
|
| Each of these is the best book on its subject. If you need to know these languages, |
| these will tell you all you need to know. |
|
|
| • Programming Perl by Larry Wall, Tom Christiansen, and Jon Orwant |
|
|
| • Common LISP: The Language by Guy R. Steele |
|
|
| • ANSI Common LISP by Paul Graham |
|
|
| • The C Programming Language by Brian W. Kernighan and Dennis M. Ritchie |
|
|
| 235 |
|
|
| Chapter 13. Moving On from Here |
|
|
| • The Waite Group’s C Primer Plus by Stephen Prata |
|
|
| • The C++ Programming Language by Bjarne Stroustrup |
|
|
| • Thinking in Java by Bruce Eckel, available online at |
|
|
| http://www.mindview.net/Books/TIJ/ |
|
|
| • The Scheme Programming Language by Kent Dybvig |
|
|
| • Linux Assembly Language Programming by Bob Neveln |
|
|
| Specialized Topics |
|
|
| These books are the best books that cover their topic. They are thorough and |
| authoritative. To get a broad base of knowledge, you should read several outside of |
| the areas you normally program in. |
|
|
| • Practical Programming - Programming Pearls and More Programming Pearls |
|
|
| by Jon Louis Bentley |
|
|
| • Databases - Understanding Relational Databases by Fabian Pascal |
|
|
| • Project Management - The Mythical Man-Month by Fred P. Brooks |
|
|
| • UNIX Programming - The Art of UNIX Programming by Eric S. Raymond, |
|
|
| available online at http://www.catb.org/~esr/writings/taoup/ |
|
|
| • UNIX Programming - Advanced Programming in the UNIX Environment by W. |
|
|
| Richard Stevens |
|
|
| • Network Programming - UNIX Network Programming (2 volumes) by W. |
|
|
| Richard Stevens |
|
|
| • Generic Programming - Modern C++ Design by Andrei Alexandrescu |
|
|
| • Compilers - The Art of Compiler Design: Theory and Practice by Thomas |
|
|
| Pittman and James Peters |
|
|
| 236 |
|
|
| Chapter 13. Moving On from Here |
|
|
| • Compilers - Advanced Compiler Design and Implementation by Steven |
|
|
| Muchnick |
|
|
| • Development Process - Refactoring: Improving the Design of Existing Code by |
| Martin Fowler, Kent Beck, John Brant, William Opdyke, and Don Roberts |
|
|
| • Typesetting - Computers and Typesetting (5 volumes) by Donald Knuth |
|
|
| • Cryptography - Applied Cryptography by Bruce Schneier |
|
|
| • Linux - Professional Linux Programming by Neil Matthew, Richard Stones, and |
|
|
| 14 other people |
|
|
| • Linux Kernel - Linux Device Drivers by Alessandro Rubini and Jonathan Corbet |
|
|
| • Open Source Programming - The Cathedral and the Bazaar: Musings on Linux |
|
|
| and Open Source by an Accidental Revolutionary by Eric S. Raymond |
|
|
| • Computer Architecture - Computer Architecture: A Quantitative Approach by |
|
|
| David Patterson and John Hennessy |
|
|
| Further Resources on Assembly Language |
|
|
| In assembly language, your best resources are on the web. |
|
|
| • http://www.linuxassembly.org/ - a great resource for Linux assembly language |
|
|
| programmers |
|
|
| • http://www.sandpile.org/ - a repository of reference material on x86, x86-64, |
|
|
| and compatible processors |
|
|
| • http://www.x86.org/ - Dr. Dobb’s Journal Microprocessor Resources |
|
|
| • http://www.drpaulcarter.com/pcasm/ - Dr. Paul Carter’s PC Assembly Language |
|
|
| Page |
|
|
| • http://webster.cs.ucr.edu/ - The Art of Assembly Home Page |
|
|
| 237 |
|
|
| Chapter 13. Moving On from Here |
|
|
| • http://www.intel.com/design/pentium/manuals/ - Intel’s manuals for their |
|
|
| processors |
|
|
| • http://www.janw.easynet.be/ - Jan Wagemaker’s Linux assembly language |
|
|
| examples |
|
|
| • http://www.azillionmonkeys.com/qed/asm.html - Paul Hsieh’s x86 Assembly |
|
|
| Page |
|
|
| 238 |
|
|
| Appendix A. GUI Programming |
|
|
| Introduction to GUI Programming |
|
|
| The purpose of this appendix is not to teach you how to do Graphical User |
| Interfaces. It is simply meant to show how writing graphical applications is the |
| same as writing other applications, just using an additional library to handle the |
| graphical parts. As a programmer you need to get used to learning new libraries. |
| Most of your time will be spent passing data from one library to another. |
|
|
| The GNOME Libraries |
|
|
| The GNOME projects is one of several projects to provide a complete desktop to |
| Linux users. The GNOME project includes a panel to hold application launchers |
| and mini-applications called applets, several standard applications to do things |
| such as file management, session management, and configuration, and an API for |
| creating applications which fit in with the way the rest of the system works. |
|
|
| One thing to notice about the GNOME libraries is that they constantly create and |
| give you pointers to large data structures, but you never need to know how they are |
| laid out in memory. All manipulation of the GUI data structures are done entirely |
| through function calls. This is a characteristic of good library design. Libraries |
| change from version to version, and so does the data that each data structure holds. |
| If you had to access and manipulate that data yourself, then when the library is |
| updated you would have to modify your programs to work with the new library, or |
| at least recompile them. When you access the data through functions, the |
| functions take care of knowing where in the structure each piece of data is. The |
| pointers you receive from the library are opaque - you don’t need to know |
| specifically what the structure they are pointing to looks like, you only need to |
| know the functions that will properly manipulate it. When designing libraries, |
| even for use within only one program, this is a good practice to keep in mind. |
|
|
| 239 |
|
|
| Appendix A. GUI Programming |
|
|
| This chapter will not go into details about how GNOME works. If you would like |
| to know more, visit the GNOME developer web site at |
| http://developer.gnome.org/. This site contains tutorials, mailing lists, API |
| documentation, and everything else you need to start programming in the |
| GNOME environment. |
|
|
| A Simple GNOME Program in Several Languages |
|
|
| This program will simply show a Window that has a button to quit the application. |
| When that button is clicked it will ask you if you are sure, and if you click yes it |
| will close the application. To run this program, type in the following as |
| gnome-example.s: |
|
|
| #PURPOSE: |
| # |
| # |
| # |
| #INPUT: |
| # |
| # |
| #OUTPUT: |
| # |
| #PROCESS: |
| # |
| # |
| # |
| # |
| # |
|
|
| This program is meant to be an example |
| of what GUI programs look like written |
| with the GNOME libraries |
|
|
| The user can only click on the "Quit" |
| button or close the window |
|
|
| The application will close |
|
|
| If the user clicks on the "Quit" button, |
| the program will display a dialog asking |
| if they are sure. If they click Yes, it |
| will close the application. Otherwise |
| it will continue running |
|
|
| .section .data |
|
|
| ###GNOME definitions - These were found in the GNOME |
| # |
| # |
|
|
| header files for the C language |
| and converted into their assembly |
|
|
| 240 |
|
|
| # |
|
|
| equivalents |
|
|
| Appendix A. GUI Programming |
|
|
| #GNOME Button Names |
| GNOME_STOCK_BUTTON_YES: |
| .ascii "Button_Yes\0" |
| GNOME_STOCK_BUTTON_NO: |
| .ascii "Button_No\0" |
|
|
| #Gnome MessageBox Types |
| GNOME_MESSAGE_BOX_QUESTION: |
| .ascii "question\0" |
|
|
| #Standard definition of NULL |
| .equ NULL, 0 |
|
|
| #GNOME signal definitions |
| signal_destroy: |
| .ascii "destroy\0" |
| signal_delete_event: |
| .ascii "delete_event\0" |
| signal_clicked: |
| .ascii "clicked\0" |
|
|
| ###Application-specific definitions |
|
|
| #Application information |
| app_id: |
| .ascii "gnome-example\0" |
| app_version: |
| .ascii "1.000\0" |
| app_title: |
| .ascii "Gnome Example Program\0" |
|
|
| #Text for Buttons and windows |
| button_quit_text: |
|
|
| 241 |
|
|
| Appendix A. GUI Programming |
|
|
| .ascii "I Want to Quit the GNOME Example Program\0" |
| quit_question: |
| .ascii "Are you sure you want to quit?\0" |
|
|
| .section .bss |
|
|
| #Variables to save the created widgets in |
| .equ WORD_SIZE, 4 |
| .lcomm appPtr, WORD_SIZE |
| .lcomm btnQuit, WORD_SIZE |
|
|
| .section .text |
|
|
| .globl main |
| .type main,@function |
| main: |
|
|
| pushl %ebp |
| movl |
|
|
| %esp, %ebp |
|
|
| #argv |
| #argc |
|
|
| #Initialize GNOME libraries |
| pushl 12(%ebp) |
| pushl 8(%ebp) |
| pushl $app_version |
| pushl $app_id |
| call |
| addl |
|
|
| gnome_init |
| $16, %esp |
|
|
| #recover the stack |
|
|
| #Create new application window |
| pushl $app_title |
| pushl $app_id |
| call |
| addl |
| movl |
|
|
| gnome_app_new |
| $8, %esp |
| %eax, appPtr |
|
|
| #Window title |
| #Application ID |
|
|
| #recover the stack |
| #save the window pointer |
|
|
| 242 |
|
|
| Appendix A. GUI Programming |
|
|
| #Create new button |
| pushl $button_quit_text #button text |
| call gtk_button_new_with_label |
| addl $4, %esp |
| movl %eax, btnQuit |
|
|
| #recover the stack |
| #save the button pointer |
|
|
| #Make the button show up inside the application window |
| pushl btnQuit |
| pushl appPtr |
| call gnome_app_set_contents |
| addl $8, %esp |
|
|
| #Makes the button show up (only after it’s window |
| #shows up, though) |
| pushl btnQuit |
| call gtk_widget_show |
| addl $4, %esp |
|
|
| #Makes the application window show up |
| pushl appPtr |
| call gtk_widget_show |
| addl $4, %esp |
|
|
| #Have GNOME call our delete_handler function |
| #whenever a "delete" event occurs |
| pushl $NULL |
|
|
| #extra data to pass to our |
| #function (we don’t use any) |
| #function address to call |
|
|
| pushl $delete_handler |
| pushl $signal_delete_event #name of the signal |
| pushl appPtr |
| call gtk_signal_connect |
| addl $16, %esp |
|
|
| #recover stack |
|
|
| #widget to listen for events on |
|
|
| #Have GNOME call our destroy_handler function |
| #whenever a "destroy" event occurs |
|
|
| 243 |
|
|
| Appendix A. GUI Programming |
|
|
| pushl $NULL |
|
|
| #extra data to pass to our |
| #function (we don’t use any) |
|
|
| pushl $destroy_handler #function address to call |
| pushl $signal_destroy |
| pushl appPtr |
| call gtk_signal_connect |
| addl $16, %esp |
|
|
| #name of the signal |
| #widget to listen for events on |
|
|
| #recover stack |
|
|
| Note that |
|
|
| #Have GNOME call our click_handler function |
| #whenever a "click" event occurs. |
| #the previous signals were listening on the |
| #application window, while this one is only |
| #listening on the button |
| pushl $NULL |
| pushl $click_handler |
| pushl $signal_clicked |
| pushl btnQuit |
| call gtk_signal_connect |
| addl $16, %esp |
|
|
| #Transfer control to GNOME. Everything that |
| #happens from here out is in reaction to user |
| #events, which call signal handlers. This main |
| #function just sets up the main window and connects |
| #signal handlers, and the signal handlers take |
| #care of the rest |
| call gtk_main |
|
|
| #After the program is finished, leave |
| movl $0, %eax |
| leave |
| ret |
|
|
| #A "destroy" event happens when the widget is being |
| #removed. |
|
|
| In this case, when the application window |
|
|
| 244 |
|
|
| Appendix A. GUI Programming |
|
|
| #is being removed, we simply want the event loop to |
| #quit |
| destroy_handler: |
|
|
| pushl %ebp |
| movl |
|
|
| %esp, %ebp |
|
|
| #This causes gtk to exit it’s event loop |
| #as soon as it can. |
| gtk_main_quit |
| call |
|
|
| $0, %eax |
|
|
| movl |
| leave |
| ret |
|
|
| #A "delete" event happens when the application window |
| #gets clicked in the "x" that you normally use to |
| #close a window |
| delete_handler: |
| $1, %eax |
|
|
| movl |
| ret |
|
|
| #A "click" event happens when the widget gets clicked |
| click_handler: |
|
|
| pushl %ebp |
| movl |
|
|
| %esp, %ebp |
|
|
| #Create the "Are you sure" dialog |
| pushl $NULL |
| pushl $GNOME_STOCK_BUTTON_NO |
| pushl $GNOME_STOCK_BUTTON_YES |
| pushl $GNOME_MESSAGE_BOX_QUESTION #Dialog type |
| pushl $quit_question |
| call |
| addl |
|
|
| gnome_message_box_new |
| $16, %esp |
|
|
| #End of buttons |
| #Button 1 |
| #Button 0 |
|
|
| #Dialog mesasge |
|
|
| #recover stack |
|
|
| 245 |
|
|
| Appendix A. GUI Programming |
|
|
| #%eax now holds the pointer to the dialog window |
|
|
| #Setting Modal to 1 prevents any other user |
| #interaction while the dialog is being shown |
| pushl $1 |
| pushl %eax |
| call gtk_window_set_modal |
| popl %eax |
| addl $4, %esp |
|
|
| #Now we show the dialog |
| pushl %eax |
| call gtk_widget_show |
| popl %eax |
|
|
| #This sets up all the necessary signal handlers |
| #in order to just show the dialog, close it when |
| #one of the buttons is clicked, and return the |
| #number of the button that the user clicked on. |
| #The button number is based on the order the buttons |
| #were pushed on in the gnome_message_box_new function |
| pushl %eax |
| call gnome_dialog_run_and_close |
| addl $4, %esp |
|
|
| #Button 0 is the Yes button. If this is the |
| #button they clicked on, tell GNOME to quit |
| #it’s event loop. |
| cmpl $0, %eax |
| jne |
|
|
| Otherwise, do nothing |
|
|
| click_handler_end |
|
|
| call gtk_main_quit |
|
|
| click_handler_end: |
|
|
| leave |
|
|
| 246 |
|
|
| ret |
|
|
| Appendix A. GUI Programming |
|
|
| To build this application, execute the following commands: |
|
|
| as gnome-example.s -o gnome-example.o |
| gcc gnome-example.o ‘gnome-config --libs gnomeui‘ \ |
|
|
| -o gnome-example |
|
|
| Then type in ./gnome-example to run it. |
|
|
| This program, like most GUI programs, makes heavy use of passing pointers to |
| functions as parameters. In this program you create widgets with the GNOME |
| functions and then you set up functions to be called when certain events happen. |
| These functions are called callback functions. All of the event processing is |
| handled by the function gtk_main, so you don’t have to worry about how the |
| events are being processed. All you have to do is have callbacks set up to wait for |
| them. |
|
|
| Here is a short description of all of the GNOME functions that were used in this |
| program: |
|
|
| gnome_init |
|
|
| Takes the command-line arguments, argument count, application id, and |
| application version and initializes the GNOME libraries. |
|
|
| gnome_app_new |
|
|
| Creates a new application window, and returns a pointer to it. Takes the |
| application id and the window title as arguments. |
|
|
| gtk_button_new_with_label |
|
|
| Creates a new button and returns a pointer to it. Takes one argument - the |
| text that is in the button. |
|
|
| 247 |
|
|
| Appendix A. GUI Programming |
|
|
| gnome_app_set_contents |
|
|
| This takes a pointer to the gnome application window and whatever widget |
| you want (a button in this case) and makes the widget be the contents of the |
| application window |
|
|
| gtk_widget_show |
|
|
| This must be called on every widget created (application window, buttons, |
| text entry boxes, etc) in order for them to be visible. However, in order for a |
| given widget to be visible, all of it’s parents must be visible as well. |
|
|
| gtk_signal_connect |
|
|
| This is the function that connects widgets and their signal handling callback |
| functions. This function takes the widget pointer, the name of the signal, the |
| callback function, and an extra data pointer. After this function is called, any |
| time the given event is triggered, the callback will be called with the widget |
| that produced the signal and the extra data pointer. In this application, we |
| don’t use the extra data pointer, so we just set it to NULL, which is 0. |
|
|
| gtk_main |
|
|
| This function causes GNOME to enter into it’s main loop. To make |
| application programming easier, GNOME handles the main loop of the |
| program for us. GNOME will check for events and call the appropriate |
| callback functions when they occur. This function will continue to process |
| events until gtk_main_quit is called by a signal handler. |
|
|
| gtk_main_quit |
|
|
| This function causes GNOME to exit it’s main loop at the earliest |
| opportunity. |
|
|
| gnome_message_box_new |
|
|
| This function creates a dialog window containing a question and response |
|
|
| 248 |
|
|
| Appendix A. GUI Programming |
|
|
| buttons. It takes as parameters the message to display, the type of message it |
| is (warning, question, etc), and a list of buttons to display. The final parameter |
| should be NULL to indicate that there are no more buttons to display. |
|
|
| gtk_window_set_modal |
|
|
| This function makes the given window a modal window. In GUI |
| programming, a modal window is one that prevents event processing in other |
| windows until that window is closed. This is often used with Dialog |
| windows. |
|
|
| gnome_dialog_run_and_close |
|
|
| This function takes a dialog pointer (the pointer returned by |
| gnome_message_box_new can be used here) and will set up all of the |
| appropriate signal handlers so that it will run until a button is pressed. At that |
| time it will close the dialog and return to you which button was pressed. The |
| button number refers to the order in which the buttons were set up in |
| gnome_message_box_new. |
|
|
| The following is the same program written in the C language. Type it in as |
| gnome-example-c.c: |
|
|
| /* PURPOSE: |
|
|
| This program is meant to be an example |
|
|
| of what GUI programs look like written |
| with the GNOME libraries |
|
|
| */ |
|
|
| #include <gnome.h> |
|
|
| /* Program definitions */ |
| #define MY_APP_TITLE "Gnome Example Program" |
| #define MY_APP_ID "gnome-example" |
| #define MY_APP_VERSION "1.000" |
|
|
| 249 |
|
|
| Appendix A. GUI Programming |
|
|
| #define MY_BUTTON_TEXT "I Want to Quit the Example Program" |
| #define MY_QUIT_QUESTION "Are you sure you want to quit?" |
|
|
| /* Must declare functions before they are used */ |
| int destroy_handler(gpointer window, |
|
|
| GdkEventAny *e, |
| gpointer data); |
|
|
| int delete_handler(gpointer window, |
|
|
| GdkEventAny *e, |
| gpointer data); |
|
|
| int click_handler(gpointer window, |
|
|
| GdkEventAny *e, |
| gpointer data); |
|
|
| int main(int argc, char **argv) |
| { |
|
|
| gpointer appPtr; |
| gpointer btnQuit; /* quit button */ |
|
|
| /* application window */ |
|
|
| /* Initialize GNOME libraries */ |
| gnome_init(MY_APP_ID, MY_APP_VERSION, argc, argv); |
|
|
| /* Create new application window */ |
| appPtr = gnome_app_new(MY_APP_ID, MY_APP_TITLE); |
|
|
| /* Create new button */ |
| btnQuit = gtk_button_new_with_label(MY_BUTTON_TEXT); |
|
|
| /* Make the button show up inside the application window */ |
| gnome_app_set_contents(appPtr, btnQuit); |
|
|
| /* Makes the button show up */ |
| gtk_widget_show(btnQuit); |
|
|
| /* Makes the application window show up */ |
|
|
| 250 |
|
|
| Appendix A. GUI Programming |
|
|
| gtk_widget_show(appPtr); |
|
|
| /* Connect the signal handlers */ |
| gtk_signal_connect(appPtr, "delete_event", |
| GTK_SIGNAL_FUNC(delete_handler), NULL); |
|
|
| gtk_signal_connect(appPtr, "destroy", |
|
|
| GTK_SIGNAL_FUNC(destroy_handler), NULL); |
|
|
| gtk_signal_connect(btnQuit, "clicked", |
|
|
| GTK_SIGNAL_FUNC(click_handler), NULL); |
|
|
| /* Transfer control to GNOME */ |
| gtk_main(); |
|
|
| return 0; |
|
|
| } |
|
|
| /* Function to receive the "destroy" signal */ |
| int destroy_handler(gpointer window, |
|
|
| GdkEventAny *e, |
| gpointer data) |
|
|
| { |
|
|
| } |
|
|
| /* Leave GNOME event loop */ |
| gtk_main_quit(); |
| return 0; |
|
|
| /* Function to receive the "delete_event" signal */ |
| int delete_handler(gpointer window, |
|
|
| GdkEventAny *e, |
| gpointer data) |
|
|
| { |
|
|
| } |
|
|
| return 0; |
|
|
| 251 |
|
|
| Appendix A. GUI Programming |
|
|
| /* Function to receive the "clicked" signal */ |
| int click_handler(gpointer window, |
|
|
| GdkEventAny *e, |
| gpointer data) |
|
|
| { |
|
|
| gpointer msgbox; |
| int buttonClicked; |
|
|
| /* Create the "Are you sure" dialog */ |
| msgbox = gnome_message_box_new( |
|
|
| MY_QUIT_QUESTION, |
| GNOME_MESSAGE_BOX_QUESTION, |
| GNOME_STOCK_BUTTON_YES, |
| GNOME_STOCK_BUTTON_NO, |
| NULL); |
|
|
| gtk_window_set_modal(msgbox, 1); |
| gtk_widget_show(msgbox); |
|
|
| /* Run dialog box */ |
| buttonClicked = gnome_dialog_run_and_close(msgbox); |
|
|
| /* Button 0 is the Yes button. If this is the |
| button they clicked on, tell GNOME to quit |
| Otherwise, do nothing */ |
| it’s event loop. |
| if(buttonClicked == 0) |
| { |
|
|
| gtk_main_quit(); |
|
|
| } |
|
|
| return 0; |
|
|
| } |
|
|
| To compile it, type |
|
|
| 252 |
|
|
| Appendix A. GUI Programming |
|
|
| gcc gnome-example-c.c ‘gnome-config --cflags \ |
|
|
| --libs gnomeui‘ -o gnome-example-c |
|
|
| Run it by typing ./gnome-example-c. |
|
|
| Finally, we have a version in Python. Type it in as gnome-example.py: |
|
|
| #PURPOSE: |
| # |
| # |
| # |
|
|
| This program is meant to be an example |
| of what GUI programs look like written |
| with the GNOME libraries |
|
|
| #Import GNOME libraries |
| import gtk |
| import gnome.ui |
|
|
| ####DEFINE CALLBACK FUNCTIONS FIRST#### |
|
|
| #In Python, functions have to be defined before |
| #they are used, so we have to define our callback |
| #functions first. |
|
|
| def destroy_handler(event): |
|
|
| gtk.mainquit() |
| return 0 |
|
|
| def delete_handler(window, event): |
|
|
| return 0 |
|
|
| def click_handler(event): |
|
|
| #Create the "Are you sure" dialog |
| msgbox = gnome.ui.GnomeMessageBox( |
| "Are you sure you want to quit?", |
| gnome.ui.MESSAGE_BOX_QUESTION, |
| gnome.ui.STOCK_BUTTON_YES, |
| gnome.ui.STOCK_BUTTON_NO) |
|
|
| 253 |
|
|
| Appendix A. GUI Programming |
|
|
| msgbox.set_modal(1) |
| msgbox.show() |
|
|
| result = msgbox.run_and_close() |
|
|
| #Button 0 is the Yes button. If this is the |
| #button they clicked on, tell GNOME to quit |
| #it’s event loop. |
| if (result == 0): |
| gtk.mainquit() |
|
|
| Otherwise, do nothing |
|
|
| return 0 |
|
|
| ####MAIN PROGRAM#### |
|
|
| #Create new application window |
| myapp = gnome.ui.GnomeApp( |
|
|
| "gnome-example", "Gnome Example Program") |
|
|
| #Create new button |
| mybutton = gtk.GtkButton( |
|
|
| "I Want to Quit the GNOME Example program") |
|
|
| myapp.set_contents(mybutton) |
|
|
| #Makes the button show up |
| mybutton.show() |
|
|
| #Makes the application window show up |
| myapp.show() |
|
|
| #Connect signal handlers |
| myapp.connect("delete_event", delete_handler) |
| myapp.connect("destroy", destroy_handler) |
| mybutton.connect("clicked", click_handler) |
|
|
| 254 |
|
|
| Appendix A. GUI Programming |
|
|
| #Transfer control to GNOME |
| gtk.mainloop() |
|
|
| To run it type python gnome-example.py. |
|
|
| GUI Builders |
|
|
| In the previous example, you have created the user-interface for the application by |
| calling the create functions for each widget and placing it where you wanted it. |
| However, this can be quite burdensome for more complex applications. Many |
| programming environments, including GNOME, have programs called GUI |
| builders that can be used to automatically create your GUI for you. You just have |
| to write the code for the signal handlers and for initializing your program. The |
| main GUI builder for GNOME applications is called GLADE. GLADE ships with |
| most Linux distributions. |
|
|
| There are GUI builders for most programming environments. Borland has a range |
| of tools that will build GUIs quickly and easily on Linux and Win32 systems. The |
| KDE environment has a tool called QT Designer which helps you automatically |
| develop the GUI for their system. |
|
|
| There is a broad range of choices for developing graphical applications, but |
| hopefully this appendix gave you a taste of what GUI programming is like. |
|
|
| 255 |
|
|
| Appendix A. GUI Programming |
|
|
| 256 |
|
|
| Appendix B. Common x86 Instructions |
|
|
| Reading the Tables |
|
|
| The tables of instructions presented in this appendix include: |
|
|
| • The instruction code |
|
|
| • The operands used |
|
|
| • The flags used |
|
|
| • A brief description of what the instruction does |
|
|
| In the operands section, it will list the type of operands it takes. If it takes more |
| than one operand, each operand will be separated by a comma. Each operand will |
| have a list of codes which tell whether the operand can be an immediate-mode |
| value (I), a register (R), or a memory address (M). For example, the movl |
| instruction is listed as I/R/M, R/M. This means that the first operand can be any |
| kind of value, while the second operand must be a register or memory location. |
| Note, however, that in x86 assembly language you cannot have more than one |
| operand be a memory location. |
|
|
| In the flags section, it lists the flags in the %eflags register affected by the |
| instruction. The following flags are mentioned: |
|
|
| O |
|
|
| S |
|
|
| Overflow flag. This is set to true if the destination operand was not large |
| enough to hold the result of the instruction. |
|
|
| Sign flag. This is set to the sign of the last result. |
|
|
| 257 |
|
|
| Appendix B. Common x86 Instructions |
|
|
| Z |
|
|
| A |
|
|
| P |
|
|
| C |
|
|
| Zero flag. This flag is set to true if the result of the instruction is zero. |
|
|
| Auxiliary carry flag. This flag is set for carries and borrows between the |
| third and fourth bit. It is not often used. |
|
|
| Parity flag. This flag is set to true if the low byte of the last result had an even |
| number of 1 bits. |
|
|
| Carry flag. Used in arithmetic to say whether or not the result should be |
| carried over to an additional byte. If the carry flag is set, that usually means |
| that the destination register could not hold the full result. It is up to the |
| programmer to decide on what action to take (i.e. - propogate the result to |
| another byte, signal an error, or ignore it entirely). |
|
|
| Other flags exist, but they are much less important. |
|
|
| Data Transfer Instructions |
|
|
| These instructions perform little, if any computation. Instead they are mostly used |
| for moving data from one place to another. |
|
|
| Table B-1. Data Transfer Instructions |
|
|
| Instruction |
| movl |
| This copies a word of data from one location to another. movl %eax, %ebx |
| copies the contents of %eax to %ebx |
|
|
| Affected Flags |
| O/S/Z/A/C |
|
|
| Operands |
| I/R/M, I/R/M |
|
|
| 258 |
|
|
| Appendix B. Common x86 Instructions |
|
|
| M, I/R/M |
|
|
| O/S/Z/A/C |
|
|
| Operands |
| I/R/M, I/R/M |
|
|
| Affected Flags |
| O/S/Z/A/C |
|
|
| Instruction |
| movb |
| Same as movl, but operates on individual bytes. |
| leal |
| This takes a memory location given in the standard format, and, instead of |
| loading the contents of the memory location, loads the computed address. For |
| example, leal 5(%ebp,%ecx,1), %eax loads the address computed by 5 + |
| %ebp + 1*%ecx and stores that in %eax |
| popl |
| Pops the top of the stack into the given location. This is equivalent to performing |
| movl (%esp), R/M followed by addl $4, %esp. popfl is a variant which |
| pops the top of the stack into the %eflags register. |
| pushl |
| Pushes the given value onto the stack. This is the equivalent to performing subl |
| $4, %esp followed by movl I/R/M, (%esp). pushfl is a variant which |
| pushes the current contents of the %eflags register onto the top of the stack. |
| xchgl |
| Exchange the values of the given operands. |
|
|
| O/S/Z/A/C |
|
|
| O/S/Z/A/C |
|
|
| O/S/Z/A/C |
|
|
| R/M, R/M |
|
|
| I/R/M |
|
|
| R/M |
|
|
| Integer Instructions |
|
|
| These are basic calculating instructions that operate on signed or unsigned |
| integers. |
|
|
| Table B-2. Integer Instructions |
|
|
| Instruction |
| adcl |
|
|
| Operands |
| I/R/M, R/M |
|
|
| Affected Flags |
| O/S/Z/A/P/C |
|
|
| 259 |
|
|
| Appendix B. Common x86 Instructions |
|
|
| Operands |
|
|
| I/R/M, R/M |
|
|
| O/S/Z/A/P/C |
|
|
| O/S/Z/A/P/C |
|
|
| Affected Flags |
|
|
| Instruction |
| Add with carry. Adds the carry bit and the first operand to the second, and, if |
| there is an overflow, sets overflow and carry to true. This is usually used for |
| operations larger than a machine word. The addition on the least-significant word |
| would take place using addl, while additions to the other words would used the |
| adcl instruction to take the carry from the previous add into account. For the |
| usual case, this is not used, and addl is used instead. |
| addl |
| Addition. Adds the first operand to the second, storing the result in the second. If |
| the result is larger than the destination register, the overflow and carry bits are set |
| to true. This instruction operates on both signed and unsigned integers. |
| cdq |
| Converts the %eax word into the double-word consisting of %edx:%eax with sign |
| extension. The q signifies that it is a quad-word. It’s actually a double-word, but |
| it’s called a quad-word because of the terminology used in the 16-bit days. This is |
| usually used before issuing an idivl instruction. |
| cmpl |
| Compares two integers. It does this by subtracting the first operand from the |
| second. It discards the results, but sets the flags accordingly. Usually used before |
| a conditional jump. |
| decl |
| Decrements the register or memory location. Use decb to decrement a byte |
| instead of a word. |
| divl |
| Performs unsigned division. Divides the contents of the double-word contained |
| in the combined %edx:%eax registers by the value in the register or memory |
| location specified. The %eax register contains the resulting quotient, and the |
| %edx register contains the resulting remainder. If the quotient is too large to fit in |
| %eax, it triggers a type 0 interrupt. |
| idivl |
|
|
| O/S/Z/A/P/C |
|
|
| I/R/M, R/M |
|
|
| O/S/Z/A/P |
|
|
| O/S/Z/A/P |
|
|
| O/S/Z/A/P |
|
|
| R/M |
|
|
| R/M |
|
|
| R/M |
|
|
| 260 |
|
|
| Appendix B. Common x86 Instructions |
|
|
| R/M |
|
|
| R/M/I, R |
|
|
| O/S/Z/A/P |
|
|
| Operands |
|
|
| O/S/Z/A/P/C |
|
|
| Affected Flags |
|
|
| Instruction |
| Performs signed division. Operates just like divl above. |
| imull |
| Performs signed multiplication and stores the result in the second operand. If the |
| second operand is left out, it is assumed to be %eax, and the full result is stored in |
| the double-word %edx:%eax. |
| incl |
| Increments the given register or memory location. Use incb to increment a byte |
| instead of a word. |
| mull |
| R/M/I, R |
| Perform unsigned multiplication. Same rules as apply to imull. |
| negl |
| Negates (gives the two’s complement inversion of) the given register or memory |
| location. |
| sbbl |
| Subtract with borrowing. This is used in the same way that adc is, except for |
| subtraction. Normally only subl is used. |
| subl |
| Subtract the two operands. This subtracts the first operand from the second, and |
| stores the result in the second operand. This instruction can be used on both |
| signed and unsigned numbers. |
|
|
| O/S/Z/A/P/C |
|
|
| O/S/Z/A/P/C |
|
|
| O/S/Z/A/P/C |
|
|
| O/S/Z/A/P/C |
|
|
| I/R/M, R/M |
|
|
| I/R/M, R/M |
|
|
| R/M |
|
|
| Logic Instructions |
|
|
| These instructions operate on memory as bits instead of words. |
|
|
| Table B-3. Logic Instructions |
|
|
| Instruction |
|
|
| Operands |
|
|
| Affected Flags |
|
|
| 261 |
|
|
| Appendix B. Common x86 Instructions |
|
|
| O/C |
|
|
| R/M |
|
|
| I/%cl, R/M |
|
|
| I/R/M, R/M |
|
|
| O/S/Z/A/P/C |
|
|
| Operands |
| I/R/M, R/M |
|
|
| Affected Flags |
| O/S/Z/P/C |
|
|
| Instruction |
| andl |
| Performs a logical and of the contents of the two operands, and stores the result |
| in the second operand. Sets the overflow and carry flags to false. |
| notl |
| Performs a logical not on each bit in the operand. Also known as a one’s |
| complement. |
| orl |
| Performs a logical or between the two operands, and stores the result in the |
| second operand. Sets the overflow and carry flags to false. |
| rcll |
| Rotates the given location’s bits to the left the number of times in the first |
| operand, which is either an immediate-mode value or the register %cl. The carry |
| flag is included in the rotation, making it use 33 bits instead of 32. Also sets the |
| overflow flag. |
| rcrl |
| Same as above, but rotates right. |
| roll |
| Rotate bits to the left. It sets the overflow and carry flags, but does not count the |
| carry flag as part of the rotation. The number of bits to roll is either specified in |
| immediate mode or is contained in the %cl register. |
| rorl |
| Same as above, but rotates right. |
| sall |
| Arithmetic shift left. The sign bit is shifted out to the carry flag, and a zero bit is |
| placed in the least significant bit. Other bits are simply shifted to the left. This is |
| the same as the regular shift left. The number of bits to shift is either specified in |
| immediate mode or is contained in the %cl register. |
| sarl |
|
|
| I/%cl, R/M |
|
|
| I/%cl, R/M |
|
|
| I/%cl, R/M |
|
|
| I/%cl, R/M |
|
|
| I/%cl, R/M |
|
|
| O/C |
|
|
| O/C |
|
|
| O/C |
|
|
| C |
|
|
| C |
|
|
| 262 |
|
|
| Appendix B. Common x86 Instructions |
|
|
| C |
|
|
| I/%cl, R/M |
|
|
| Operands |
|
|
| Affected Flags |
|
|
| Instruction |
| Arithmetic shift right. The least significant bit is shifted out to the carry flag. The |
| sign bit is shifted in, and kept as the sign bit. Other bits are simply shifted to the |
| right. The number of bits to shift is either specified in immediate mode or is |
| contained in the %cl register. |
| shll |
| Logical shift left. This shifts all bits to the left (sign bit is not treated specially). |
| The leftmost bit is pushed to the carry flag. The number of bits to shift is either |
| specified in immediate mode or is contained in the %cl register. |
| shrl |
| Logical shift right. This shifts all bits in the register to the right (sign bit is not |
| treated specially). The rightmost bit is pushed to the carry flag. The number of bits |
| to shift is either specified in immediate mode or is contained in the %cl register. |
| testl |
| Does a logical and of both operands and discards the results, but sets the flags |
| accordingly. |
| xorl |
| Does an exclusive or on the two operands, and stores the result in the second |
| operand. Sets the overflow and carry flags to false. |
|
|
| O/S/Z/A/P/C |
|
|
| O/S/Z/A/P/C |
|
|
| I/R/M, R/M |
|
|
| I/R/M, R/M |
|
|
| I/%cl, R/M |
|
|
| C |
|
|
| Flow Control Instructions |
|
|
| These instructions may alter the flow of the program. |
|
|
| Table B-4. Flow Control Instructions |
|
|
| Instruction |
| call |
|
|
| Operands |
| destination address |
|
|
| Affected Flags |
| O/S/Z/A/C |
|
|
| 263 |
|
|
| Appendix B. Common x86 Instructions |
|
|
| Operands |
|
|
| Affected Flags |
|
|
| Instruction |
| This pushes what would be the next value for %eip onto the stack, and jumps to |
| the destination address. Used for function calls. Alternatively, the destination |
| address can be an asterisk followed by a register for an indirect function call. For |
| example, call *%eax will call the function at the address in %eax. |
| int |
| Causes an interrupt of the given number. This is usually used for system calls and |
| other kernel interfaces. |
| Jcc |
|
|
| destination address |
|
|
| O/S/Z/A/C |
|
|
| O/S/Z/A/C |
|
|
| I |
|
|
| 264 |
|
|
| Appendix B. Common x86 Instructions |
|
|
| Instruction |
|
|
| Operands |
|
|
| Affected Flags |
|
|
| Conditional branch. cc is the condition code. Jumps to the given address if the |
| condition code is true (set from the previous instruction, probably a comparison). |
| Otherwise, goes to the next instruction. The condition codes are: |
|
|
| • [n]a[e] - above (unsigned greater than). An n can be added for "not" and |
| an e can be added for "or equal to" |
|
|
| • [n]b[e] - below (unsigned less than) |
|
|
| • [n]e - equal to |
|
|
| • [n]z - zero |
|
|
| • [n]g[e] - greater than (signed comparison) |
|
|
| • [n]l[e] - less than (signed comparison) |
|
|
| • [n]c - carry flag set |
|
|
| • [n]o - overflow flag set |
|
|
| • [p]p - parity flag set |
|
|
| • [n]s - sign flag set |
|
|
| • ecxz - %ecx is zero |
|
|
| destination address |
| jmp |
| An unconditional jump. This simply sets %eip to the destination address. |
| Alternatively, the destination address can be an asterisk followed by a register for |
| an indirect jump. For example, jmp *%eax will jump to the address in %eax. |
|
|
| O/S/Z/A/C |
|
|
| 265 |
|
|
| Appendix B. Common x86 Instructions |
|
|
| Operands |
|
|
| Instruction |
| ret |
| Pops a value off of the stack and then sets %eip to that value. Used to return |
| from function calls. |
|
|
| Affected Flags |
| O/S/Z/A/C |
|
|
| Assembler Directives |
|
|
| These are instructions to the assembler and linker, instead of instructions to the |
| processor. These are used to help the assembler put your code together properly, |
| and make it easier to use. |
|
|
| Table B-5. Assembler Directives |
|
|
| VALUES |
|
|
| Operands |
| QUOTED STRING |
|
|
| Directive |
| .ascii |
| Takes the given quoted string and converts it into byte data. |
| .byte |
| Takes a comma-separated list of values and inserts them right there in the |
| program as data. |
| .endr |
| Ends a repeating section defined with .rept. |
| .equ |
| LABEL, VALUE |
| Sets the given label equivalent to the given value. The value can be a number, a |
| character, or an constant expression that evaluates to a a number or character. |
| From that point on, use of the label will be substituted for the given value. |
| LABEL |
| .globl |
| Sets the given label as global, meaning that it can be used from |
| separately-compiled object files. |
| FILE |
| .include |
|
|
| 266 |
|
|
| Appendix B. Common x86 Instructions |
|
|
| VALUES |
|
|
| Operands |
|
|
| SYMBOL, SIZE |
|
|
| Directive |
| Includes the given file just as if it were typed in right there. |
| .lcomm |
| This is used in the .bss section to specify storage that should be allocated when |
| the program is executed. Defines the symbol with the address where the storage |
| will be located, and makes sure that it is the given number of bytes long. |
| .long |
| Takes a sequence of numbers separated by commas, and inserts those numbers as |
| 4-byte words right where they are in the program. |
| .rept |
| Repeats everything between this directive and the .endr directives the number |
| of times specified. |
| .section |
| Switches the section that is being worked on. Common sections include .text |
| (for code), .data (for data embedded in the program itself), and .bss (for |
| uninitialized global data). |
| .type |
| Tells the linker that the given symbol is a function. |
|
|
| SYMBOL, @function |
|
|
| SECTION NAME |
|
|
| COUNT |
|
|
| Differences in Other Syntaxes and Terminology |
|
|
| The syntax for assembly language used in this book is known at the AT&T syntax. |
| It is the one supported by the GNU tool chain that comes standard with every |
| Linux distribution. However, the official syntax for x86 assembly language |
| (known as the Intel® syntax) is different. It is the same assembly language for the |
| same platform, but it looks different. Some of the differences include: |
|
|
| • |
|
|
| In Intel syntax, the operands of instructions are often reversed. The destination |
| operand is listed before the source operand. |
|
|
| 267 |
|
|
| Appendix B. Common x86 Instructions |
|
|
| • |
|
|
| • |
|
|
| • |
|
|
| In Intel syntax, registers are not prefixed with the percent sign (%). |
|
|
| In Intel syntax, a dollar-sign ($) is not required to do immediate-mode |
| addressing. Instead, non-immediate addressing is accomplished by surrounding |
| the address with brackets ([]). |
|
|
| In Intel syntax, the instruction name does not include the size of data being |
| moved. If that is ambiguous, it is explicitly stated as BYTE, WORD, or DWORD |
| immediately after the instruction name. |
|
|
| • The way that memory addresses are represented in Intel assembly language is |
|
|
| much different (shown below). |
|
|
| • Because the x86 processor line originally started out as a 16-bit processor, most |
| literature about x86 processors refer to words as 16-bit values, and call 32-bit |
| values double words. However, we use the term "word" to refer to the standard |
| register size on a processor, which is 32 bits on an x86 processor. The syntax |
| also keeps this naming convention - DWORD stands for "double word" in Intel |
| syntax and is used for standard-sized registers, which we would call simply a |
| "word". |
|
|
| • |
|
|
| Intel assembly language has the ability to address memory as a segment/offset |
| pair. We do not mention this because Linux does not support segmented |
| memory, and is therefore irrelevant to normal Linux programming. |
|
|
| Other differences exist, but they are small in comparison. To show some of the |
| differences, consider the following instruction: |
|
|
| movl %eax, 8(%ebx,%edi,4) |
|
|
| In Intel syntax, this would be written as: |
|
|
| mov [8 + %ebx + 1 * edi], eax |
|
|
| The memory reference is a bit easier to read than it’s AT&T counterpart because it |
| spells out exactly how the address will be computed. However, but the order of |
| operands in Intel syntax can be confusing. |
|
|
| 268 |
|
|
| Appendix B. Common x86 Instructions |
|
|
| Where to Go for More Information |
|
|
| Intel has a set of comprehensive guides to their processors. These are available at |
| http://www.intel.com/design/pentium/manuals/ Note that all of these use the Intel |
| syntax, not the AT&T syntax. The most important ones are their IA-32 Intel |
| Architecture Software Developer’s Manual in its three volumes:: |
|
|
| • Volume 1: System Programming Guide |
|
|
| (http://developer.intel.com/design/pentium4/manuals/245470.htm) |
|
|
| • Volume 2: Instruction Set Reference |
|
|
| (http://developer.intel.com/design/pentium4/manuals/245471.htm) |
|
|
| • Volume 3: System Programming Guide |
|
|
| (http://developer.intel.com/design/pentium4/manuals/245472.htm) |
|
|
| In addition, you can find a lot of information in the manual for the GNU assembler, |
| available online at http://www.gnu.org/software/binutils/manual/gas-2.9.1/as.html. |
| Similarly, the manual for the GNU linker is available online at |
| http://www.gnu.org/software/binutils/manual/ld-2.9.1/ld.html. |
|
|
| 269 |
|
|
| Appendix B. Common x86 Instructions |
|
|
| 270 |
|
|
| Appendix C. Important System Calls |
|
|
| These are some of the more important system calls to use when dealing with |
| Linux. For most cases, however, it is best to use library functions rather than direct |
| system calls, because the system calls were designed to be minimalistic while the |
| library functions were designed to be easy to program with. For information about |
| the Linux C library, see the manual at http://www.gnu.org/software/libc/manual/ |
|
|
| Remember that %eax holds the system call numbers, and that the return values and |
| error codes are also stored in %eax. |
|
|
| Table C-1. Important Linux System Calls |
|
|
| %eax |
| 1 |
|
|
| Name |
| exit |
|
|
| %ebx |
| return |
| value |
| (int) |
| file de- |
| scriptor |
|
|
| %ecx |
|
|
| %edx |
|
|
| Notes |
| Exits the program |
|
|
| buffer |
| start |
|
|
| buffer |
| size (int) |
|
|
| Reads into the given buffer |
|
|
| file de- |
| scriptor |
|
|
| buffer |
| start |
|
|
| buffer |
| size (int) |
|
|
| Writes the buffer to the file |
| descriptor |
|
|
| null- |
| terminated |
| file name |
|
|
| option |
| list |
|
|
| permission |
| mode |
|
|
| Opens the given file. Returns |
| the file descriptor or an error |
| number. |
|
|
| read |
|
|
| write |
|
|
| open |
|
|
| 3 |
|
|
| 4 |
|
|
| 5 |
|
|
| 6 |
|
|
| close |
|
|
| file de- |
| scriptor |
|
|
| Closes the give file descriptor |
|
|
| 271 |
|
|
| Appendix C. Important System Calls |
|
|
| %ebx |
| null- |
| terminated |
| directory |
| name |
| file de- |
| scriptor |
|
|
| %ecx |
|
|
| offset |
|
|
| %edx |
|
|
| mode |
|
|
| permission |
| mode |
|
|
| null- |
| terminated |
| directory |
| name |
| null- |
| terminated |
| directory |
| name |
| file de- |
| scriptor |
|
|
| pipe |
| array |
|
|
| Notes |
| Changes the current directory |
| of your program. |
|
|
| Repositions where you are in |
| the given file. The mode |
| (called the "whence") should |
| be 0 for absolute positioning, |
| and 1 for relative positioning. |
| Returns the process ID of the |
| current process. |
| Creates the given directory. |
| Assumes all directories |
| leading up to it already exist. |
|
|
| Removes the given directory. |
|
|
| Returns a new file descriptor |
| that works just like the |
| existing file descriptor. |
| Creates two file descriptors, |
| where writing on one |
| produces data to read on the |
| other and vice-versa. %ebx is |
| a pointer to two words of |
| storage to hold the file |
| descriptors. |
|
|
| %eax |
| 12 |
|
|
| Name |
| chdir |
|
|
| 19 |
|
|
| lseek |
|
|
| 20 |
|
|
| 39 |
|
|
| getpid |
|
|
| mkdir |
|
|
| 40 |
|
|
| rmdir |
|
|
| 41 |
|
|
| 42 |
|
|
| dup |
|
|
| pipe |
|
|
| 272 |
|
|
| %eax |
| 45 |
|
|
| Name |
| brk |
|
|
| 54 |
|
|
| ioctl |
|
|
| %ebx |
| new |
| system |
| break |
|
|
| file de- |
| scriptor |
|
|
| Appendix C. Important System Calls |
|
|
| %ecx |
|
|
| %edx |
|
|
| Notes |
| Sets the system break (i.e. - |
| the end of the data section). If |
| the system break is 0, it |
| simply returns the current |
| system break. |
|
|
| request |
|
|
| argumentsThis is used to set parameters |
|
|
| on device files. It’s actual |
| usage varies based on the type |
| of file or device your |
| descriptor references. |
|
|
| A more complete listing of system calls, along with additional information is |
| available at http://www.lxhp.in-berlin.de/lhpsyscal.html You can also get more |
| information about a system call by typing in man 2 SYSCALLNAME which will |
| return you the information about the system call from section 2 of the UNIX |
| manual. However, this refers to the usage of the system call from the C |
| programming language, and may or may not be directly helpful. |
|
|
| For information on how system calls are implemented on Linux, see the Linux |
| Kernel 2.4 Internals section on how system calls are implemented at |
| http://www.faqs.org/docs/kernel_2_4/lki-2.html#ss2.11 |
|
|
| 273 |
|
|
| Appendix C. Important System Calls |
|
|
| 274 |
|
|
| Appendix D. Table of ASCII Codes |
|
|
| To use this table, simply find the character or escape that you want the code for, |
| and add the number on the left and the top. |
|
|
| Table D-1. Table of ASCII codes in decimal |
|
|
| +0 |
| NUL |
| BS |
| DLE |
| CAN |
|
|
| ( |
| 0 |
| 8 |
| @ |
| H |
| P |
| X |
| ‘ |
| h |
| p |
| x |
|
|
| +1 |
| SOH |
| HT |
| DC1 |
| EM |
| ! |
| ) |
| 1 |
| 9 |
| A |
| I |
| Q |
| Y |
| a |
| i |
| q |
| y |
|
|
| +2 |
| STX |
| LF |
| DC2 |
| SUB |
| " |
| * |
| 2 |
| : |
| B |
| J |
| R |
| Z |
| b |
| j |
| r |
| z |
|
|
| +3 |
| ETX |
| VT |
| DC3 |
| ESC |
| # |
| + |
| 3 |
| ; |
| C |
| K |
| S |
| [ |
| c |
| k |
| s |
| { |
|
|
| +4 |
| EOT |
| FF |
| DC4 |
| FS |
| $ |
| , |
| 4 |
| < |
| D |
| L |
| T |
| \ |
| d |
| l |
| t |
| | |
|
|
| +5 |
| ENQ |
| CR |
| NAK |
| GS |
| % |
| - |
| 5 |
| = |
| E |
| M |
| U |
| ] |
| e |
| m |
| u |
| } |
|
|
| +6 |
| ACK |
| SO |
| SYN |
| RS |
| & |
| . |
| 6 |
| > |
| F |
| N |
| V |
| ^ |
| f |
| n |
| v |
| ~ |
|
|
| +7 |
| BEL |
| SI |
| ETB |
| US |
| ’ |
| / |
| 7 |
| ? |
| G |
| O |
| W |
| _ |
| g |
| o |
| w |
| DEL |
|
|
| 0 |
| 8 |
| 16 |
| 24 |
| 32 |
| 40 |
| 48 |
| 56 |
| 64 |
| 72 |
| 80 |
| 88 |
| 96 |
| 104 |
| 112 |
| 120 |
|
|
| ASCII is actually being phased out in favor of an international standard known as |
| Unicode, which allows you to display any character from any known writing |
| system in the world. As you may have noticed, ASCII only has support for |
| English characters. Unicode is much more complicated, however, because it |
| requires more than one byte to encode a single character. There are several |
|
|
| 275 |
|
|
| Appendix D. Table of ASCII Codes |
|
|
| different methods for encoding Unicode characters. The most common is UTF-8 |
| and UTF-32. UTF-8 is somewhat backwards-compatible with ASCII (it is stored |
| the same for English characters, but expands into multiple byte for international |
| characters). UTF-32 simply requires four bytes for each character rather than one. |
| Windows® uses UTF-16, which is a variable-length encoding which requires at |
| least 2 bytes per character, so it is not backwards-compatible with ASCII. |
|
|
| A good tutorial on internationalization issues, fonts, and Unicode is available in a |
| great Article by Joe Spolsky, called "The Absolute Minimum Every Software |
| Developer Absolutely, Positively Must Know About Unicode and Character Sets |
| (No Excuses!)", available online at |
| http://www.joelonsoftware.com/articles/Unicode.html |
|
|
| 276 |
|
|
| Appendix E. C Idioms in Assembly Language |
|
|
| This appendix is for C programmers learning assembly language. It is meant to |
| give a general idea about how C constructs can be implemented in assembly |
| language. |
|
|
| If Statement |
|
|
| In C, an if statement consists of three parts - the condition, the true branch, and the |
| false branch. However, since assembly language is not a block structured |
| language, you have to work a little to implement the block-like nature of C. For |
| example, look at the following C code: |
|
|
| if(a == b) |
| { |
|
|
| /* True Branch Code Here */ |
|
|
| } |
| else |
| { |
|
|
| /* False Branch Code Here */ |
|
|
| } |
|
|
| /* At This Point, Reconverge */ |
|
|
| In assembly language, this can be rendered as: |
|
|
| #Move a and b into registers for comparison |
| movl a, %eax |
| movl b, %ebx |
|
|
| #Compare |
| cmpl %eax, %ebx |
|
|
| #If True, go to true branch |
| je true_branch |
|
|
| 277 |
|
|
| Appendix E. C Idioms in Assembly Language |
|
|
| false_branch: |
|
|
| #This label is unnecessary, |
| #only here for documentation |
|
|
| #False Branch Code Here |
|
|
| #Jump to recovergence point |
| jmp reconverge |
|
|
| true_branch: |
|
|
| #True Branch Code Here |
|
|
| reconverge: |
|
|
| #Both branches recoverge to this point |
|
|
| As you can see, since assembly language is linear, the blocks have to jump around |
| each other. Recovergence is handled by the programmer, not the system. |
|
|
| A case statement is written just like a sequence of if statements. |
|
|
| Function Call |
|
|
| A function call in assembly language simply requires pushing the arguments to the |
| function onto the stack in reverse order, and issuing a call instruction. After |
| calling, the arguments are then popped back off of the stack. For example, |
| consider the C code: |
|
|
| printf("The number is %d", 88); |
|
|
| In assembly language, this would be rendered as: |
|
|
| .section .data |
| text_string: |
| .ascii "The number is %d\0" |
|
|
| 278 |
|
|
| Appendix E. C Idioms in Assembly Language |
|
|
| .section .text |
| pushl $88 |
| pushl $text_string |
| call printf |
| popl %eax |
| popl %eax |
|
|
| #%eax is just a dummy variable, |
| #nothing is actually being done |
| #with the value. |
| #directly re-adjust %esp to the |
| #proper location. |
|
|
| You can also |
|
|
| Variables and Assignment |
|
|
| Global and static variables are declared using .data or .bss entries. Local |
| variables are declared by reserving space on the stack at the beginning of the |
| function. This space is given back at the end of the function. |
|
|
| Interestingly, global variables are accessed differently than local variables in |
| assembly language. Global variables are accessed using direct addressing, while |
| local variables are accessed using base pointer addressing. For example, consider |
| the following C code: |
|
|
| int my_global_var; |
|
|
| int foo() |
| { |
|
|
| int my_local_var; |
|
|
| my_local_var = 1; |
| my_global_var = 2; |
|
|
| return 0; |
|
|
| } |
|
|
| 279 |
|
|
| Appendix E. C Idioms in Assembly Language |
|
|
| This would be rendered in assembly language as: |
|
|
| .section .data |
| .lcomm my_global_var, 4 |
|
|
| .type foo, @function |
|
|
| foo: |
|
|
| pushl %ebp |
| movl |
| subl |
| .equ my_local_var, -4 #Can now use my_local_var to |
|
|
| #Save old base pointer |
| #make stack pointer base pointer |
| #Make room for my_local_var |
|
|
| %esp, $ebp |
| $4, %esp |
|
|
| #find the local variable |
|
|
| movl $1, my_local_var(%ebp) |
| movl $2, my_global_var |
|
|
| movl %ebp, %esp |
| popl %ebp |
| ret |
|
|
| #Clean up function and return |
|
|
| What may not be obvious is that accessing the global variable takes fewer machine |
| cycles than accessing the global variable. However, that may not matter because |
| the stack is more likely to be in physical memory (instead of swap) than the global |
| variable is. |
|
|
| Also note that in the C programming language, after the compiler loads a value |
| into a register, that value will likely stay in that register until that register is needed |
| for something else. It may also move registers. For example, if you have a variable |
| foo, it may start on the stack, but the compiler will eventually move it into |
| registers for processing. If there aren’t many variables in use, the value may |
| simply stay in the register until it is needed again. Otherwise, when that register is |
| needed for something else, the value, if it’s changed, is copied back to its |
| corresponding memory location. In C, you can use the keyword volatile to |
| make sure all modifications and references to the variable are done to the memory |
|
|
| 280 |
|
|
| location itself, rather than a register copy of it, in case other processes, threads, or |
| hardware may be modifying the value while your function is running. |
|
|
| Appendix E. C Idioms in Assembly Language |
|
|
| Loops |
|
|
| Loops work a lot like if statements in assembly language - the blocks are formed |
| by jumping around. In C, a while loop consists of a loop body, and a test to |
| determine whether or not it is time to exit the loop. A for loop is exactly the same, |
| with optional initialization and counter-increment sections. These can simply be |
| moved around to make a while loop. |
|
|
| In C, a while loop looks like this: |
|
|
| while(a < b) |
| { |
|
|
| /* Do stuff here */ |
|
|
| } |
|
|
| /* Finished Looping */ |
|
|
| This can be rendered in assembly language like this: |
|
|
| loop_begin: |
|
|
| movl |
| movl |
| cmpl |
| jge |
|
|
| a, %eax |
| b, %ebx |
| %eax, %ebx |
| loop_end |
|
|
| loop_body: |
|
|
| #Do stuff here |
|
|
| jmp loop_begin |
|
|
| loop_end: |
|
|
| #Finished looping |
|
|
| 281 |
|
|
| Appendix E. C Idioms in Assembly Language |
|
|
| The x86 assembly language has some direct support for looping as well. The %ecx |
| register can be used as a counter that ends with zero. The loop instruction will |
| decrement %ecx and jump to a specified address unless %ecx is zero. For |
| example, if you wanted to execute a statement 100 times, you would do this in C: |
|
|
| for(i=0; i < 100; i++) |
| { |
|
|
| /* Do process here */ |
|
|
| } |
|
|
| In assembly language it would be written like this: |
|
|
| loop_initialize: |
| movl $100, %ecx |
|
|
| loop_begin: |
|
|
| # |
| #Do Process Here |
| # |
|
|
| #Decrement %ecx and loops if not zero |
| loop loop_begin |
|
|
| rest_of_program: |
|
|
| #Continues on to here |
|
|
| One thing to notice is that the loop instruction requires you to be counting |
| backwards to zero. If you need to count forwards or use another ending number, |
| you should use the loop form which does not include the loop instruction. |
|
|
| For really tight loops of character string operations, there is also the rep |
| instruction, but we will leave learning about that as an exercise to the reader. |
|
|
| Structs |
|
|
| Structs are simply descriptions of memory blocks. For example, in C you can say: |
|
|
| 282 |
|
|
| Appendix E. C Idioms in Assembly Language |
|
|
| struct person { |
|
|
| char firstname[40]; |
| char lastname[40]; |
| int age; |
|
|
| }; |
|
|
| This doesn’t do anything by itself, except give you ways of intelligently using 84 |
| bytes of data. You can do basically the same thing using .equ directives in |
| assembly language. Like this: |
|
|
| .equ PERSON_SIZE, 84 |
| .equ PERSON_FIRSTNAME_OFFSET, 0 |
| .equ PERSON_LASTNAME_OFFSET, 40 |
| .equ PERSON_AGE_OFFSET, 80 |
|
|
| When you declare a variable of this type, all you are doing is reserving 84 bytes of |
| space. So, if you have this in C: |
|
|
| void foo() |
| { |
|
|
| struct person p; |
|
|
| /* Do stuff here */ |
|
|
| } |
|
|
| In assembly language you would have: |
|
|
| foo: |
|
|
| #Standard header beginning |
| pushl %ebp |
| movl %esp, %ebp |
|
|
| #Reserve our local variable |
| subl $PERSON_SIZE, %esp |
| #This is the variable’s offset from %ebp |
|
|
| 283 |
|
|
| Appendix E. C Idioms in Assembly Language |
|
|
| .equ P_VAR, 0 - PERSON_SIZE |
|
|
| #Do Stuff Here |
|
|
| #Standard function ending |
| movl %ebp, %esp |
| popl %ebp |
| ret |
|
|
| To access structure members, you just have to use base pointer addressing with the |
| offsets defined above. For example, in C you could set the person’s age like this: |
|
|
| p.age = 30; |
|
|
| In assembly language it would look like this: |
|
|
| movl $30, P_VAR + PERSON_AGE_OFFSET(%ebp) |
|
|
| Pointers |
|
|
| Pointers are very easy. Remember, pointers are simply the address that a value |
| resides at. Let’s start by taking a look at global variables. For example: |
|
|
| int global_data = 30; |
|
|
| In assembly language, this would be: |
|
|
| .section .data |
|
|
| global_data: |
|
|
| .long 30 |
|
|
| Taking the address of this data in C: |
|
|
| a = &global_data; |
|
|
| 284 |
|
|
| Appendix E. C Idioms in Assembly Language |
|
|
| Taking the address of this data in assembly language: |
|
|
| movl $global_data, %eax |
|
|
| You see, with assembly language, you are almost always accessing memory |
| through pointers. That’s what direct addressing is. To get the pointer itself, you |
| just have to go with immediate mode addressing. |
|
|
| Local variables are a little more difficult, but not much. Here is how you take the |
| address of a local variable in C: |
|
|
| void foo() |
| { |
|
|
| int a; |
| int *b; |
|
|
| a = 30; |
|
|
| b = &a; |
|
|
| *b = 44; |
|
|
| } |
|
|
| The same code in assembly language: |
|
|
| foo: |
|
|
| #Standard opening |
| pushl %ebp |
| movl |
|
|
| %esp, %ebp |
|
|
| #Reserve two words of memory |
| $8, $esp |
| subl |
| .equ A_VAR, -4 |
| .equ B_VAR, -8 |
|
|
| #a = 30 |
|
|
| 285 |
|
|
| Appendix E. C Idioms in Assembly Language |
|
|
| movl $30, A_VAR(%ebp) |
|
|
| #b = &a |
| movl $A_VAR, B_VAR(%ebp) |
| addl %ebp, B_VAR(%ebp) |
|
|
| #*b = 30 |
| movl B_VAR(%ebp), %eax |
| movl $30, (%eax) |
|
|
| #Standard closing |
| movl %ebp, %esp |
| popl %ebp |
| ret |
|
|
| As you can see, to take the address of a local variable, the address has to be |
| computed the same way the computer computes the addresses in base pointer |
| addressing. There is an easier way - the processor provides the instruction leal, |
| which stands for "load effective address". This lets the computer compute the |
| address, and then load it wherever you want. So, we could just say: |
|
|
| #b = &a |
| leal A_VAR(%ebp), %eax |
| movl %eax, B_VAR(%ebp) |
|
|
| It’s the same number of lines, but a little cleaner. Then, to use this value, you |
| simply have to move it to a general-purpose register and use indirect addressing, |
| as shown in the example above. |
|
|
| Getting GCC to Help |
|
|
| One of the nice things about GCC is it’s ability to spit out assembly language |
| code. To convert a C language file to assembly, you can simply do: |
|
|
| 286 |
|
|
| Appendix E. C Idioms in Assembly Language |
|
|
| gcc -S file.c |
|
|
| The output will be in file.s. It’s not the most readable output - most of the |
| variable names have been removed and replaced either with numeric stack |
| locations or references to automatically-generated labels. To start with, you |
| probably want to turn off optimizations with -O0 so that the assembly language |
| output will follow your source code better. |
|
|
| Something else you might notice is that GCC reserves more stack space for local |
| variables than we do, and then AND’s %esp 1 This is to increase memory and |
| cache efficiency by double-word aligning variables. |
|
|
| Finally, at the end of functions, we usually do the following instructions to clean |
| up the stack before issuing a ret instruction: |
|
|
| movl %ebp, %esp |
| popl %ebp |
|
|
| However, GCC output will usually just include the instruction leave. This |
| instruction is simply the combination of the above two instructions. We do not use |
| leave in this text because we want to be clear about exactly what is happening at |
| the processor level. |
|
|
| I encourage you to take a C program you have written and compile it to assembly |
| language and trace the logic. Then, add in optimizations and try again. See how |
| the compiler chose to rearrange your program to be more optimized, and try to |
| figure out why it chose the arrangement and instructions it did. |
|
|
| 1. Note that different versions of GCC do this differently. |
|
|
| 287 |
|
|
| Appendix E. C Idioms in Assembly Language |
|
|
| 288 |
|
|
| Appendix F. Using the GDB Debugger |
|
|
| By the time you read this appendix, you will likely have written at least one |
| program with an error in it. In assembly language, even minor errors usually have |
| results such as the whole program crashing with a segmentation fault error. In |
| most programming languages, you can simply print out the values in your |
| variables as you go along, and use that output to find out where you went wrong. |
| In assembly language, calling output functions is not so easy. Therefore, to aid in |
| determining the source of errors, you must use a source debugger. |
|
|
| A debugger is a program that helps you find bugs by stepping through the program |
| one step at a time, letting you examine memory and register contents along the |
| way. A source debugger is a debugger that allows you to tie the debugging |
| operation directly to the source code of a program. This means that the debugger |
| allows you to look at the source code as you typed it in - complete with symbols, |
| labels, and comments. |
|
|
| The debugger we will be looking at is GDB - the GNU Debugger. This application |
| is present on almost all GNU/Linux distributions. It can debug programs in |
| multiple programming languages, including assembly language. |
|
|
| An Example Debugging Session |
|
|
| The best way to explain how a debugger works is by using it. The program we will |
| be using the debugger on is the maximum program used in Chapter 3. Let’s say |
| that you entered the program perfectly, except that you left out the line: |
|
|
| incl %edi |
|
|
| When you run the program, it just goes in an infinite loop - it never exits. To |
| determine the cause, you need to run the program under GDB. However, to do |
| this, you need to have the assembler include debugging information in the |
| executable. All you need to do to enable this is to add the --gstabs option to the |
| as command. So, you would assemble it like this: |
|
|
| 289 |
|
|
| Appendix F. Using the GDB Debugger |
|
|
| as --gstabs maximum.s -o maximum.o |
|
|
| Linking would be the same as normal. "stabs" is the debugging format used by |
| GDB. Now, to run the program under the debugger, you would type in gdb |
| ./maximum. Be sure that the source files are in the current directory. The output |
| should look similar to this: |
|
|
| GNU gdb Red Hat Linux (5.2.1-4) |
| Copyright 2002 Free Software Foundation, Inc. |
| GDB is free software, covered by the GNU General Public |
| License, and you are welcome to change it and/or |
| distribute copies of it under certain conditions. Type |
| "show copying" to see the conditions. |
| absolutely no warranty for GDB. Type "show warranty" |
| for details. |
| This GDB was configured as "i386-redhat-linux"... |
| (gdb) |
|
|
| There is |
|
|
| Depending on which version of GDB you are running, this output may vary |
| slightly. At this point, the program is loaded, but is not running yet. The debugger |
| is waiting your command. To run your program, just type in run. This will not |
| return, because the program is running in an infinite loop. To stop the program, hit |
| control-c. The screen will then say this: |
|
|
| Starting program: /home/johnnyb/maximum |
|
|
| Program received signal SIGINT, Interrupt. |
| start_loop () at maximum.s:34 |
| 34 |
| Current language: |
| (gdb) |
|
|
| auto; currently asm |
|
|
| movl data_items(,%edi,4), %eax |
|
|
| This tells you that the program was interrupted by the SIGINT signal (from your |
| control-c), and was within the section labelled start_loop, and was executing |
| on line 34 when it stopped. It gives you the code that it is about to execute. |
|
|
| 290 |
|
|
| Appendix F. Using the GDB Debugger |
|
|
| Depending on exactly when you hit control-c, it may have stopped on a different |
| line or a different instruction than the example. |
|
|
| One of the best ways to find bugs in a program is to follow the flow of the program |
| to see where it is branching incorrectly. To follow the flow of this program, keep |
| on entering stepi (for "step instruction"), which will cause the computer to |
| execute one instruction at a time. If you do this several times, your output will |
| look something like this: |
|
|
| (gdb) stepi |
| 35 |
| (gdb) stepi |
| 36 |
| (gdb) stepi |
| 32 |
| (gdb) stepi |
| 33 |
| (gdb) stepi |
| 34 |
| (gdb) stepi |
| 35 |
| (gdb) stepi |
| 36 |
| (gdb) step |
| 32 |
|
|
| cmpl %ebx, %eax |
|
|
| jle start_loop |
|
|
| cmpl $0, %eax |
|
|
| je loop_exit |
|
|
| movl data_items(,%edi,4), %eax |
|
|
| cmpl %ebx, %eax |
|
|
| jle start_loop |
|
|
| cmpl $0, %eax |
|
|
| As you can tell, it has looped. In general, this is good, since we wrote it to loop. |
| However, the problem is that it is never stopping. Therefore, to find out what the |
| problem is, let’s look at the point in our code where we should be exitting the loop: |
|
|
| cmpl $0, %eax |
| je |
|
|
| loop_exit |
|
|
| Basically, it is checking to see if %eax hits zero. If so, it should exit the loop. |
| There are several things to check here. First of all, you may have left this piece out |
|
|
| 291 |
|
|
| Appendix F. Using the GDB Debugger |
|
|
| altogether. It is not uncommon for a programmer to forget to include a way to exit |
| a loop. However, this is not the case here. Second, you should make sure that |
| loop_exit actually is outside the loop. If we put the label in the wrong place, |
| strange things would happen. However, again, this is not the case. |
|
|
| Neither of those potential problems are the culprit. So, the next option is that |
| perhaps %eax has the wrong value. There are two ways to check the contents of |
| register in GDB. The first one is the command info register. This will display |
| the contents of all registers in hexadecimal. However, we are only interested in |
| %eax at this point. To just display %eax we can do print/$eax to print it in |
| hexadecimal, or do print/d $eax to print it in decimal. Notice that in GDB, |
| registers are prefixed with dollar signs rather than percent signs. Your screen |
| should have this on it: |
|
|
| (gdb) print/d $eax |
| $1 = 3 |
| (gdb) |
|
|
| This means that the result of your first inquiry is 3. Every inquiry you make will |
| be assigned a number prefixed with a dollar sign. Now, if you look back into the |
| code, you will find that 3 is the first number in the list of numbers to search |
| through. If you step through the loop a few more times, you will find that in every |
| loop iteration %eax has the number 3. This is not what should be happening. %eax |
| should go to the next value in the list in every iteration. |
|
|
| Okay, now we know that %eax is being loaded with the same value over and over |
| again. Let’s search to see where %eax is being loaded from. The line of code is |
| this: |
|
|
| movl data_items(,%edi,4), %eax |
|
|
| So, step until this line of code is ready to execute. Now, this code depends on two |
| values - data_items and %edi. data_items is a symbol, and therefore |
| constant. It’s a good idea to check your source code to make sure the label is in |
|
|
| 292 |
|
|
| front of the right data, but in our case it is. Therefore, we need to look at %edi. So, |
| we need to print it out. It will look like this: |
|
|
| Appendix F. Using the GDB Debugger |
|
|
| (gdb) print/d $edi |
| $2 = 0 |
| (gdb) |
|
|
| This indicates that %edi is set to zero, which is why it keeps on loading the first |
| element of the array. This should cause you to ask yourself two questions - what is |
| the purpose of %edi, and how should its value be changed? To answer the first |
| question, we just need to look in the comments. %edi is holding the current index |
| of data_items. Since our search is a sequential search through the list of |
| numbers in data_items, it would make sense that %edi should be incremented |
| with every loop iteration. |
|
|
| Scanning the code, there is no code which alters %edi at all. Therefore, we should |
| add a line to increment %edi at the beginning of every loop iteration. This |
| happens to be exactly the line we tossed out at the beginning. Assembling, linking, |
| and running the program again will show that it now works correctly. |
|
|
| Hopefully this exercise provided some insight into using GDB to help you find |
| errors in your programs. |
|
|
| Breakpoints and Other GDB Features |
|
|
| The program we entered in the last section had an infinite loop, and could be |
| easily stopped using control-c. Other programs may simply abort or finish with |
| errors. In these cases, control-c doesn’t help, because by the time you press |
| control-c, the program is already finished. To fix this, you need to set breakpoints. |
| A breakpoint is a place in the source code that you have marked to indicate to the |
| debugger that it should stop the program when it hits that point. |
|
|
| To set breakpoints you have to set them up before you run the program. Before |
| issuing the run command, you can set up breakpoints using the break command. |
|
|
| 293 |
|
|
| Appendix F. Using the GDB Debugger |
|
|
| For example, to break on line 27, issue the command break 27. Then, when the |
| program crosses line 27, it will stop running, and print out the current line and |
| instruction. You can then step through the program from that point and examine |
| registers and memory. To look at the lines and line numbers of your program, you |
| can simply use the command l. This will print out your program with line |
| numbers a screen at a time. |
|
|
| When dealing with functions, you can also break on the function names. For |
| example, in the factorial program in Chapter 4, we could set a breakpoint for the |
| factorial function by typing in break factorial. This will cause the debugger |
| to break immediately after the function call and the function setup (it skips the |
| pushing of %ebp and the copying of %esp). |
|
|
| When stepping through code, you often don’t want to have to step through every |
| instruction of every function. Well-tested functions are usually a waste of time to |
| step through except on rare occasion. Therefore, if you use the nexti command |
| instead of the stepi command, GDB will wait until completion of the function |
| before going on. Otherwise, with stepi, GDB would step you through every |
| instruction within every called function. |
|
|
| Warning |
|
|
| One problem that GDB has is with handling interrupts. Often times |
| GDB will miss the instruction that immediately follows an interrupt. The |
| instruction is actually executed, but GDB doesn’t step through it. This |
| should not be a problem - just be aware that it may happen. |
|
|
| GDB Quick-Reference |
|
|
| This quick-reference table is copyright 2002 Robert M. Dondero, Jr., and is used |
| by permission in this book. Parameters listed in brackets are optional. |
|
|
| 294 |
|
|
| Table F-1. Common GDB Debugging Commands |
|
|
| Appendix F. Using the GDB Debugger |
|
|
| Miscellaneous |
| quit |
| help [cmd] |
|
|
| directory [dir1] [dir2] ... |
|
|
| Running the Program |
| run [arg1] [arg2] ... |
|
|
| set args arg1 [arg2] ... |
|
|
| show args |
|
|
| Using Breakpoints |
| info breakpoints |
|
|
| break linenum |
|
|
| break *addr |
|
|
| break fn |
|
|
| condition bpnum expr |
|
|
| Exit GDB |
| Print description of debugger command |
| cmd. Without cmd, prints a list of topics. |
| Add directories dir1, dir2, etc. to the |
| list of directories searched for source |
| files. |
|
|
| Run the program with command line |
| arguments arg1, arg2, etc. |
| Set the program’s command-line |
| arguments to arg1, arg2, etc. |
| Print the program’s command-line |
| arguments. |
|
|
| Print a list of all breakpoints and their |
| numbers (breakpoint numbers are used |
| for other breakpoint commands). |
| Set a breakpoint at line number linenum. |
|
|
| Set a breakpoint at memory address |
| addr. |
| Set a breakpoint at the beginning of |
| function fn. |
| Break at breakpoint bpnum only if |
| expression expr is non-zero. |
|
|
| 295 |
|
|
| Appendix F. Using the GDB Debugger |
|
|
| Using Breakpoints |
| command [bpnum] cmd1 [cmd2] ... |
|
|
| continue |
| kill |
| delete [bpnum1] [bpnum2] ... |
|
|
| clear *addr |
|
|
| clear [fn] |
|
|
| clear linenum |
|
|
| disable [bpnum1] [bpnum2] ... |
|
|
| enable [bpnum1] [bpnum2] ... |
|
|
| Stepping through the Program |
| nexti |
|
|
| stepi |
|
|
| finish |
| Examining Registers and Memory |
| info registers |
|
|
| Execute commands cmd1, cmd2, etc. |
| whenever breakpoint bpnum (or the |
| current breakpoint) is hit. |
| Continue executing the program. |
| Stop executing the program. |
| Delete breakpoints bpnum1, bpnum2, |
| etc., or all breakpoints if none specified. |
| Clear the breakpoint at memory address |
| addr. |
| Clear the breakpoint at function fn, or |
| the current breakpoint. |
| Clear the breakpoint at line number |
| linenum. |
| Disable breakpoints bpnum1, bpnum2, |
| etc., or all breakpoints if none specified. |
| Enable breakpoints bpnum1, bpnum2, |
| etc., or all breakpoints if none specified. |
|
|
| "Step over" the next instruction (doesn’t |
| follow function calls). |
| "Step into" the next instruction (follows |
| function calls). |
| "Step out" of the current function. |
|
|
| Print the contents of all registers. |
|
|
| 296 |
|
|
| Examining Registers and Memory |
| print/f $reg |
|
|
| x/rsf addr |
|
|
| info display |
|
|
| display/f $reg |
|
|
| display/si addr |
|
|
| display/ss addr |
|
|
| undisplay displaynum |
|
|
| Appendix F. Using the GDB Debugger |
|
|
| Print the contents of register reg using |
| format f . The format can be x |
| (hexadecimal), u (unsigned decimal), o |
| (octal), a(address), c (character), or f |
| (floating point). |
| Print the contents of memory address |
| addr using repeat count r, size s, and |
| format f . Repeat count defaults to 1 if |
| not specified. Size can be b (byte), h |
| (halfword), w (word), or g (double |
| word). Size defaults to word if not |
| specified. Format is the same as for |
| print, with the additions of s (string) and |
| i (instruction). |
| Shows a numbered list of expressions |
| set up to display automatically at each |
| break. |
| At each break, print the contents of |
| register reg using format f . |
| At each break, print the contents of |
| memory address addr using size s (same |
| options as for the x command). |
| At each break, print the string of size s |
| that begins in memory address addr. |
| Remove displaynum from the display |
| list. |
|
|
| Examining the Call Stack |
| where |
| backtrace |
|
|
| Print the call stack. |
| Print the call stack. |
|
|
| 297 |
|
|
| Appendix F. Using the GDB Debugger |
|
|
| Examining the Call Stack |
| frame |
| up |
|
|
| down |
|
|
| Print the top of the call stack. |
| Move the context toward the bottom of |
| the call stack. |
| Move the context toward the top of the |
| call stack. |
|
|
| 298 |
|
|
| Appendix G. Document History |
|
|
| • 12/17/2002 - Version 0.5 - Initial posting of book under GNU FDL |
|
|
| • 07/18/2003 - Version 0.6 - Added ASCII appendix, finished the discussion of |
|
|
| the CPU in the Memory chapter, reworked exercises into a new format, |
| corrected several errors. Thanks to Harald Korneliussen for the many |
| suggestions and the ASCII table. |
|
|
| • 01/11/2004 - Version 0.7 - Added C translation appendix, added the beginnings |
| of an appendix of x86 instructions, added the beginnings of a GDB appendix, |
| finished out the files chapter, finished out the counting chapter, added a records |
| chapter, created a source file of common linux definitions, corrected several |
| errors, and lots of other fixes |
|
|
| • 01/22/2004 - Version 0.8 - Finished GDB appendix, mostly finished w/ |
|
|
| appendix of x86 instructions, added section on planning programs, added lots of |
| review questions, and got everything to a completed, initial draft state. |
|
|
| • 01/29/2004 - Version 0.9 - Lots of editting of all chapters. Made code more |
|
|
| consistent and made explanations clearer. Added some illustrations. |
|
|
| • 01/31/2004 - Version 1.0 - Rewrote chapter 9. Added full index. Lots of minor |
|
|
| corrections. |
|
|
| 299 |
|
|
| Appendix G. Document History |
|
|
| 300 |
|
|
| Appendix H. GNU Free Documentation License |
|
|
| 0. PREAMBLE |
|
|
| The purpose of this License is to make a manual, textbook, or other written |
| document “free” in the sense of freedom: to assure everyone the effective freedom |
| to copy and redistribute it, with or without modifying it, either commercially or |
| noncommercially. Secondarily, this License preserves for the author and publisher |
| a way to get credit for their work, while not being considered responsible for |
| modifications made by others. |
|
|
| This License is a kind of “copyleft”, which means that derivative works of the |
| document must themselves be free in the same sense. It complements the GNU |
| General Public License, which is a copyleft license designed for free software. |
|
|
| We have designed this License in order to use it for manuals for free software, |
| because free software needs free documentation: a free program should come with |
| manuals providing the same freedoms that the software does. But this License is |
| not limited to software manuals; it can be used for any textual work, regardless of |
| subject matter or whether it is published as a printed book. We recommend this |
| License principally for works whose purpose is instruction or reference. |
|
|
| 1. APPLICABILITY AND DEFINITIONS |
|
|
| This License applies to any manual or other work that contains a notice placed by |
| the copyright holder saying it can be distributed under the terms of this License. |
| The “Document”, below, refers to any such manual or work. Any member of the |
| public is a licensee, and is addressed as “you”. |
|
|
| A “Modified Version” of the Document means any work containing the Document |
| or a portion of it, either copied verbatim, or with modifications and/or translated |
| into another language. |
|
|
| A “Secondary Section” is a named appendix or a front-matter section of the |
| Document that deals exclusively with the relationship of the publishers or authors |
| of the Document to the Document’s overall subject (or to related matters) and |
|
|
| 301 |
|
|
| Appendix H. GNU Free Documentation License |
|
|
| contains nothing that could fall directly within that overall subject. (For example, |
| if the Document is in part a textbook of mathematics, a Secondary Section may |
| not explain any mathematics.) The relationship could be a matter of historical |
| connection with the subject or with related matters, or of legal, commercial, |
| philosophical, ethical or political position regarding them. |
|
|
| The “Invariant Sections” are certain Secondary Sections whose titles are |
| designated, as being those of Invariant Sections, in the notice that says that the |
| Document is released under this License. |
|
|
| The “Cover Texts” are certain short passages of text that are listed, as Front-Cover |
| Texts or Back-Cover Texts, in the notice that says that the Document is released |
| under this License. |
|
|
| A “Transparent” copy of the Document means a machine-readable copy, |
| represented in a format whose specification is available to the general public, |
| whose contents can be viewed and edited directly and straightforwardly with |
| generic text editors or (for images composed of pixels) generic paint programs or |
| (for drawings) some widely available drawing editor, and that is suitable for input |
| to text formatters or for automatic translation to a variety of formats suitable for |
| input to text formatters. A copy made in an otherwise Transparent file format |
| whose markup has been designed to thwart or discourage subsequent modification |
| by readers is not Transparent. A copy that is not “Transparent” is called “Opaque”. |
|
|
| Examples of suitable formats for Transparent copies include plain ASCII without |
| markup, Texinfo input format, LaTeX input format, SGML or XML using a |
| publicly available DTD, and standard-conforming simple HTML designed for |
| human modification. Opaque formats include PostScript, PDF, proprietary formats |
| that can be read and edited only by proprietary word processors, SGML or XML |
| for which the DTD and/or processing tools are not generally available, and the |
| machine-generated HTML produced by some word processors for output purposes |
| only. |
|
|
| The “Title Page” means, for a printed book, the title page itself, plus such |
| following pages as are needed to hold, legibly, the material this License requires to |
|
|
| 302 |
|
|
| Appendix H. GNU Free Documentation License |
|
|
| appear in the title page. For works in formats which do not have any title page as |
| such, “Title Page” means the text near the most prominent appearance of the |
| work’s title, preceding the beginning of the body of the text. |
|
|
| 2. VERBATIM COPYING |
|
|
| You may copy and distribute the Document in any medium, either commercially |
| or noncommercially, provided that this License, the copyright notices, and the |
| license notice saying this License applies to the Document are reproduced in all |
| copies, and that you add no other conditions whatsoever to those of this License. |
| You may not use technical measures to obstruct or control the reading or further |
| copying of the copies you make or distribute. However, you may accept |
| compensation in exchange for copies. If you distribute a large enough number of |
| copies you must also follow the conditions in section 3. |
|
|
| You may also lend copies, under the same conditions stated above, and you may |
| publicly display copies. |
|
|
| 3. COPYING IN QUANTITY |
|
|
| If you publish printed copies of the Document numbering more than 100, and the |
| Document’s license notice requires Cover Texts, you must enclose the copies in |
| covers that carry, clearly and legibly, all these Cover Texts: Front-Cover Texts on |
| the front cover, and Back-Cover Texts on the back cover. Both covers must also |
| clearly and legibly identify you as the publisher of these copies. The front cover |
| must present the full title with all words of the title equally prominent and visible. |
| You may add other material on the covers in addition. Copying with changes |
| limited to the covers, as long as they preserve the title of the Document and satisfy |
| these conditions, can be treated as verbatim copying in other respects. |
|
|
| If the required texts for either cover are too voluminous to fit legibly, you should |
| put the first ones listed (as many as fit reasonably) on the actual cover, and |
| continue the rest onto adjacent pages. |
|
|
| If you publish or distribute Opaque copies of the Document numbering more than |
| 100, you must either include a machine-readable Transparent copy along with |
|
|
| 303 |
|
|
| Appendix H. GNU Free Documentation License |
|
|
| each Opaque copy, or state in or with each Opaque copy a publicly-accessible |
| computer-network location containing a complete Transparent copy of the |
| Document, free of added material, which the general network-using public has |
| access to download anonymously at no charge using public-standard network |
| protocols. If you use the latter option, you must take reasonably prudent steps, |
| when you begin distribution of Opaque copies in quantity, to ensure that this |
| Transparent copy will remain thus accessible at the stated location until at least |
| one year after the last time you distribute an Opaque copy (directly or through |
| your agents or retailers) of that edition to the public. |
|
|
| It is requested, but not required, that you contact the authors of the Document well |
| before redistributing any large number of copies, to give them a chance to provide |
| you with an updated version of the Document. |
|
|
| 4. MODIFICATIONS |
|
|
| You may copy and distribute a Modified Version of the Document under the |
| conditions of sections 2 and 3 above, provided that you release the Modified |
| Version under precisely this License, with the Modified Version filling the role of |
| the Document, thus licensing distribution and modification of the Modified |
| Version to whoever possesses a copy of it. In addition, you must do these things in |
| the Modified Version: |
|
|
| • A. Use in the Title Page (and on the covers, if any) a title distinct from that of |
|
|
| the Document, and from those of previous versions (which should, if there were |
| any, be listed in the History section of the Document). You may use the same |
| title as a previous version if the original publisher of that version gives |
| permission. |
|
|
| • B. List on the Title Page, as authors, one or more persons or entities |
|
|
| responsible for authorship of the modifications in the Modified Version, |
| together with at least five of the principal authors of the Document (all of its |
| principal authors, if it has less than five). |
|
|
| 304 |
|
|
| Appendix H. GNU Free Documentation License |
|
|
| • C. State on the Title Page the name of the publisher of the Modified Version, as |
|
|
| the publisher. |
|
|
| • D. Preserve all the copyright notices of the Document. |
|
|
| • E. Add an appropriate copyright notice for your modifications adjacent to the |
|
|
| other copyright notices. |
|
|
| • F. Include, immediately after the copyright notices, a license notice giving the |
| public permission to use the Modified Version under the terms of this License, |
| in the form shown in the Addendum below. |
|
|
| • G. Preserve in that license notice the full lists of Invariant Sections and |
|
|
| required Cover Texts given in the Document’s license notice. |
|
|
| • H. Include an unaltered copy of this License. |
|
|
| • I. Preserve the section entitled “History”, and its title, and add to it an item |
| stating at least the title, year, new authors, and publisher of the Modified |
| Version as given on the Title Page. If there is no section entitled “History” in the |
| Document, create one stating the title, year, authors, and publisher of the |
| Document as given on its Title Page, then add an item describing the Modified |
| Version as stated in the previous sentence. |
|
|
| • J. Preserve the network location, if any, given in the Document for public |
| access to a Transparent copy of the Document, and likewise the network |
| locations given in the Document for previous versions it was based on. These |
| may be placed in the “History” section. You may omit a network location for a |
| work that was published at least four years before the Document itself, or if the |
| original publisher of the version it refers to gives permission. |
|
|
| • K. In any section entitled “Acknowledgements” or “Dedications”, preserve the |
| section’s title, and preserve in the section all the substance and tone of each of |
| the contributor acknowledgements and/or dedications given therein. |
|
|
| • L. Preserve all the Invariant Sections of the Document, unaltered in their text |
| and in their titles. Section numbers or the equivalent are not considered part of |
|
|
| 305 |
|
|
| Appendix H. GNU Free Documentation License |
|
|
| the section titles. |
|
|
| • M. Delete any section entitled “Endorsements”. Such a section may not be |
|
|
| included in the Modified Version. |
|
|
| • N. Do not retitle any existing section as “Endorsements” or to conflict in title |
|
|
| with any Invariant Section. |
|
|
| If the Modified Version includes new front-matter sections or appendices that |
| qualify as Secondary Sections and contain no material copied from the Document, |
| you may at your option designate some or all of these sections as invariant. To do |
| this, add their titles to the list of Invariant Sections in the Modified Version’s |
| license notice. These titles must be distinct from any other section titles. |
|
|
| You may add a section entitled “Endorsements”, provided it contains nothing but |
| endorsements of your Modified Version by various parties--for example, |
| statements of peer review or that the text has been approved by an organization as |
| the authoritative definition of a standard. |
|
|
| You may add a passage of up to five words as a Front-Cover Text, and a passage of |
| up to 25 words as a Back-Cover Text, to the end of the list of Cover Texts in the |
| Modified Version. Only one passage of Front-Cover Text and one of Back-Cover |
| Text may be added by (or through arrangements made by) any one entity. If the |
| Document already includes a cover text for the same cover, previously added by |
| you or by arrangement made by the same entity you are acting on behalf of, you |
| may not add another; but you may replace the old one, on explicit permission from |
| the previous publisher that added the old one. |
|
|
| The author(s) and publisher(s) of the Document do not by this License give |
| permission to use their names for publicity for or to assert or imply endorsement |
| of any Modified Version . |
|
|
| 5. COMBINING DOCUMENTS |
|
|
| You may combine the Document with other documents released under this |
| License, under the terms defined in section 4 above for modified versions, |
| provided that you include in the combination all of the Invariant Sections of all of |
|
|
| 306 |
|
|
| Appendix H. GNU Free Documentation License |
|
|
| the original documents, unmodified, and list them all as Invariant Sections of your |
| combined work in its license notice. |
|
|
| The combined work need only contain one copy of this License, and multiple |
| identical Invariant Sections may be replaced with a single copy. If there are |
| multiple Invariant Sections with the same name but different contents, make the |
| title of each such section unique by adding at the end of it, in parentheses, the |
| name of the original author or publisher of that section if known, or else a unique |
| number. Make the same adjustment to the section titles in the list of Invariant |
| Sections in the license notice of the combined work. |
|
|
| In the combination, you must combine any sections entitled “History” in the |
| various original documents, forming one section entitled “History”; likewise |
| combine any sections entitled “Acknowledgements”, and any sections entitled |
| “Dedications”. You must delete all sections entitled “Endorsements.” |
|
|
| 6. COLLECTIONS OF DOCUMENTS |
|
|
| You may make a collection consisting of the Document and other documents |
| released under this License, and replace the individual copies of this License in |
| the various documents with a single copy that is included in the collection, |
| provided that you follow the rules of this License for verbatim copying of each of |
| the documents in all other respects. |
|
|
| You may extract a single document from such a collection, and dispbibute it |
| individually under this License, provided you insert a copy of this License into the |
| extracted document, and follow this License in all other respects regarding |
| verbatim copying of that document. |
|
|
| 7. AGGREGATION WITH INDEPENDENT WORKS |
|
|
| A compilation of the Document or its derivatives with other separate and |
| independent documents or works, in or on a volume of a storage or distribution |
| medium, does not as a whole count as a Modified Version of the Document, |
| provided no compilation copyright is claimed for the compilation. Such a |
| compilation is called an “aggregate”, and this License does not apply to the other |
|
|
| 307 |
|
|
| Appendix H. GNU Free Documentation License |
|
|
| self-contained works thus compiled with the Document , on account of their being |
| thus compiled, if they are not themselves derivative works of the Document. If the |
| Cover Text requirement of section 3 is applicable to these copies of the Document, |
| then if the Document is less than one quarter of the entire aggregate, the |
| Document’s Cover Texts may be placed on covers that surround only the |
| Document within the aggregate. Otherwise they must appear on covers around the |
| whole aggregate. |
|
|
| 8. TRANSLATION |
|
|
| Translation is considered a kind of modification, so you may distribute translations |
| of the Document under the terms of section 4. Replacing Invariant Sections with |
| translations requires special permission from their copyright holders, but you may |
| include translations of some or all Invariant Sections in addition to the original |
| versions of these Invariant Sections. You may include a translation of this License |
| provided that you also include the original English version of this License. In case |
| of a disagreement between the translation and the original English version of this |
| License, the original English version will prevail. |
|
|
| 9. TERMINATION |
|
|
| You may not copy, modify, sublicense, or distribute the Document except as |
| expressly provided for under this License. Any other attempt to copy, modify, |
| sublicense or distribute the Document is void, and will automatically terminate |
| your rights under this License. However, parties who have received copies, or |
| rights, from you under this License will not have their licenses terminated so long |
| as such parties remain in full compliance. |
|
|
| 10. FUTURE REVISIONS OF THIS LICENSE |
|
|
| The Free Software Foundation may publish new, revised versions of the GNU |
| Free Documentation License from time to time. Such new versions will be similar |
| in spirit to the present version, but may differ in detail to address new problems or |
| concerns. See http://www.gnu.org/copyleft/. |
|
|
| Each version of the License is given a distinguishing version number. If the |
|
|
| 308 |
|
|
| Appendix H. GNU Free Documentation License |
|
|
| Document specifies that a particular numbered version of this License “or any |
| later version” applies to it, you have the option of following the terms and |
| conditions either of that specified version or of any later version that has been |
| published (not as a draft) by the Free Software Foundation. If the Document does |
| not specify a version number of this License, you may choose any version ever |
| published (not as a draft) by the Free Software Foundation. |
|
|
| Addendum |
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|
| To use this License in a document you have written, include a copy of the License |
| in the document and put the following copyright and license notices just after the |
| title page: |
|
|
| Copyright © YEAR YOUR NAME. |
|
|
| Permission is granted to copy, distribute and/or modify this document under the terms |
| of the GNU Free Documentation License, Version 1.1 or any later version published |
| by the Free Software Foundation; with the Invariant Sections being LIST THEIR |
| TITLES, with the Front-Cover Texts being LIST, and with the Back-Cover Texts |
| being LIST. A copy of the license is included in the section entitled “GNU Free |
| Documentation License”. |
|
|
| If you have no Invariant Sections, write “with no Invariant Sections” instead of |
| saying which ones are invariant. If you have no Front-Cover Texts, write “no |
| Front-Cover Texts” instead of “Front-Cover Texts being LIST”; likewise for |
| Back-Cover Texts. |
|
|
| If your document contains nontrivial examples of program code, we recommend |
| releasing these examples in parallel under your choice of free software license, |
| such as the GNU General Public License, to permit their use in free software. |
|
|
| 309 |
|
|
| Appendix H. GNU Free Documentation License |
|
|
| 310 |
|
|
| Appendix I. Personal Dedication |
|
|
| There are so many people I could thank. I will name here but a few of the people |
| who have brought me to where I am today. The many family members, Sunday |
| School teachers, youth pastors, school teachers, friends, and other relationships |
| that God has brought into my life to lead me, help me, and teach me are too many |
| to count. This book is dedicated to you all. |
|
|
| There are some people, however, that I would like to thank specifically. |
|
|
| First of all, I want to thank the members of the Vineyard Christian Fellowship |
| Church in Champaign, Illinois for everything that you have done to help me and |
| my family in our times of crisis. It’s been a long time since I’ve seen or heard from |
| any of you, but I think about you always. You have been such a blessing to me, my |
| wife, and Daniel, and I could never thank you enough for showing us Christ’s love |
| when we needed it most. I thank God every time I think of you - I thank Him for |
| bringing you all to us in our deepest times of need. Even out in the middle of |
| Illinois with no friends of family, God showed that He was still watching after us. |
| Thank you for being His hands on Earth. Specifically, I’d like to thank Joe and |
| Rhonda, Pam and Dell, and Herschel and Vicki. There were many, many others, |
| too - so many people helped us that it would be impossible to list them all. |
|
|
| I also want to thank my parents, who gave me the example of perserverance and |
| strength in hard times. Your example has helped me be a good father to my |
| children, and a good husband to my wife. |
|
|
| I also want to thank my wife, who even from when we first started dating |
| encouraged me to seek God in everything. Thank you for your support in writing |
| this book, and more importantly, for your support in being obedient to God. |
|
|
| I also want to thanks the Little Light House school. My entire family is |
| continually blessed by the help you give to our son. |
|
|
| I also want to thank Joe and D.A. Thank you for taking a chance on me in ministry. |
| Being able to be a part of God’s ministry again has helped me in so many ways. |
|
|
| 311 |
|
|
| Appendix I. Personal Dedication |
|
|
| You all have given me the strength I needed to write this book over the last few |
| years. Without your support, I would have been too overwhelmed by personal |
| crises to even think about anything more than getting through a day, much less |
| putting this book together. You have all been a great blessing to me, and I will |
| keep you in my prayers always. |
|
|
| 312 |
|
|
| Index |
|
|
| $?, 22, 28 |
| %ah, 44 |
| %al, 44 |
| %ax, 44 |
| %eax, 25, 41, 57, 68, 75, 91, 115, 118, |
| 125, 135, 259, 271 |
| %ebp, 25, 55, 62, 173, 294 |
| %ebx, 25, 41, 68, 75, 91, 271 |
| %ecx, 25, 75, 91, 263, 271, 282 |
| %edi, 25 |
| %edx, 25, 75, 91, 259, 271 |
| %eflags, 25, 39, 257, 258 |
| %eip, 25, 54 |
| %esi, 25 |
| %esp, 25, 53, 149, 173, 287, 294 |
| *, 135 |
| -dynamic-linker, 132 |
| ..., 135 |
| ./, 21 |
| .ascii, 34, 266 |
| .bss, 77, 149 |
| .byte, 34, 77, 266 |
| .data, 77, 103, 149 |
| .endr, 100, 266 |
| .equ, 80, 111, 266, 283 |
| .globl, 24, 35, 104, 266 |
| .include, 104, 266 |
| .int, 34 |
| .lcomm, 78, 266 |
| .long, 33, 266 |
|
|
| .rept, 100, 266 |
| .section, 23, 149, 266 |
| .text, 23, 77, 149 |
| .type, 62, 69, 266 |
| /etc/ld.so.conf, 134, 143 |
| /lib, 140, 142 |
| /lib/ld-linux.so.2, 134 |
| /usr/include, 217 |
| /usr/lib, 140, 142 |
| /usr/local/include, 217 |
| 0x80, 27, 80 |
| @functions, 62 |
| \0, 34 |
| \n, 34 |
| \t, 35 |
| _start, 23, 35 |
| ABI, 58 |
| adcl, 259 |
| addl, 24, 259 |
| address, 11, 111, 284 |
| addressing modes, 15, 41, 228 |
| aligned memory, 228 |
| AND, 188 |
| andl, 261 |
| Application Binary Interface, 58 |
| argv, 92 |
| arithmetic and logic unit, 9 |
| array, 139 |
| as, 21 |
| ASCII, 11, 89 |
| assemble, 20 |
| assembler, 24, 111 |
|
|
| 313 |
|
|
| assembler directives, 23 |
|
|
| Assembly Language, 6, 20, 213 |
|
|
| assert, 120 |
|
|
| AT&T syntax, 267 |
|
|
| auxiliary carry flag, 258 |
|
|
| backtrace, 294 |
|
|
| base case, 64 |
|
|
| base pointer, 57 |
|
|
| base pointer addressing mode, 16, 43, 54, |
| 69, 96, 228, 279, 284 |
|
|
| base pointer register, 55 |
|
|
| base ten, 184 |
|
|
| base two, 182, 184 |
|
|
| big-endian, 202 |
|
|
| binary, 184, 199 |
|
|
| binary digit, 186 |
|
|
| binary number, 194 |
|
|
| binary operations, 186 |
|
|
| binary operators, 192 |
|
|
| bits, 186, 187, 201 |
|
|
| block structured language, 277 |
|
|
| boolean algebra, 192 |
|
|
| boolean operators, 192 |
|
|
| branch prediction, 10 |
|
|
| break, 293, 294 |
|
|
| breakpoints, 293 |
|
|
| brk, 155, 167, 271 |
|
|
| buffer, 88 |
|
|
| buffers, 76 |
|
|
| bytes, 11, 44, 186, 198, 200, 201 |
|
|
| C language calling convention, 54 |
|
|
| 314 |
|
|
| C programming language, 52, 135, 215, |
| 273, 277 |
| cache, 227 |
| cache hierarchies, 10 |
| caching, 226 |
| call, 52, 54, 62, 67, 263, 278 |
| calling convention, 58 |
| calling conventions, 52, 58 |
| calling interface, 135 |
| carry flag, 196, 258 |
| case statement, 278 |
| cdq, 259 |
| char, 135 |
| chdir, 271 |
| clear, 294 |
| close, 76, 271 |
| cmpl, 39, 196, 259 |
| command, 294 |
| command-line, 79, 91 |
| comments, 22 |
| compilers, 213 |
| computer architecture, 7 |
| computer memory, 11 |
| condition, 277, 294 |
| conditional jump, 30, 196 |
| constants, 88, 96, 104, 111 |
| context switch, 174 |
| continue, 294 |
| coprocessors, 10 |
| corner cases, 119 |
| CPU, 7, 9 |
| current break, 150, 166 |
|
|
| data bus, 9 |
| data section, 23, 33 |
| database, 95 |
| decimal, 184, 199 |
| decl, 63, 70, 259 |
| delete, 294 |
| destination operand, 43 |
| digit, 184 |
| direct addressing mode, 15, 26, 42, 78, |
| 139, 228, 279 |
| directory, 294 |
| disable, 294 |
| display, 294 |
| divl, 259 |
| DLLs, 130 |
| documentation, 223 |
| double, 139 |
| down, 294 |
| drivers, 121 |
| dup, 271 |
| dynamic linker, 132, 134 |
| dynamic linking, 133 |
| dynamic memory allocation, 156 |
| dynamic-link libraries, 130 |
| dynamically-linked, 133 |
| echo, 22, 28 |
| edge cases, 119 |
| effective address, 286 |
| ELF, 143 |
| enable, 294 |
| error checking, 126 |
| error code, 121 |
|
|
| error conditions, 117, 118 |
| error messages, 121, 122 |
| exit, 26, 133, 271 |
| exit status code, 22, 27, 35 |
| exponent, 197 |
| false, 190 |
| false branch, 277 |
| fclose, 141 |
| fetch-execute cycle, 9 |
| fgets, 141 |
| fields, 95 |
| file descriptors, 75, 78 |
| files, 75, 79 |
| finish, 294 |
| flags, 194, 257 |
| float, 138 |
| flow control, 30, 39, 215 |
| fopen, 141 |
| fprintf, 141 |
| fputs, 141 |
| frame, 294 |
| function call, 59, 126, 278 |
| function parameters, 55, 89 |
| functions, 49, 54, 64, 129, 135, 194 |
| GCC, 4, 286 |
| GDB, 290 |
| general-purpose registers, 9, 25 |
| getpid, 271 |
| global optimizations, 225, 229 |
| global variables, 51, 57, 279 |
| GNOME, 239 |
| GNU/Linux, 3 |
|
|
| 315 |
|
|
| gprof, 225 |
| GUI, 247 |
| GUI builder, 255 |
| heap, 156, 166 |
| help, 294 |
| hexadecimal, 27, 199 |
| high-level languages, 6, 218 |
| idivl, 25, 259 |
| if statement, 277 |
| immediate mode addressing, 15, 26, 43, |
| 56, 111, 139, 228, 285 |
| imull, 24, 63, 259 |
| incl, 40, 70, 259 |
| index, 36 |
| index register, 15, 37, 42 |
| indexed addressing mode, 15, 37, 42 |
| indexed indirect addressing mode, 90, |
| 228 |
| indirect addressing mode, 15, 42, 54, 286 |
| infinite loop, 31 |
| info, 294 |
| info display, 294 |
| info register, 292 |
| info registers, 294 |
| inline functions, 227 |
| instruction, 126 |
| instruction decoder, 9 |
| instruction pointer, 13, 54 |
| int, 27, 135, 201, 263 |
| Intel syntax, 267 |
| interpreter, 214 |
| interrupts, 27, 294 |
|
|
| 316 |
|
|
| ioctl, 271 |
| Jcc, 263 |
| jmp, 62, 196, 263 |
| kernel, 4 |
| kernel mode, 174 |
| kill, 294 |
| Knoppix, 4 |
| labels, 24, 33, 50, 80 |
| Larry-Boy, 27 |
| ld, 21 |
| ldd, 134 |
| LD_LIBRARY_PATH, 134, 143 |
| leal, 258, 286 |
| leave, 287 |
| link, 20 |
| linker, 21, 104 |
| Linux, 4, 27 |
| little-endian, 201 |
| local optimizations, 225 |
| local variables, 51, 55, 63, 64, 279, 285 |
| locality of reference, 226 |
| logical operations, 188 |
| long, 138 |
| long long, 138 |
| loop, 38, 282, 291 |
| loops, 31, 281 |
| lseek, 271 |
| Machine Language, 5 |
| macros, 227 |
| mantissa, 197 |
| mapping, 152 |
| masking, 193 |
|
|
| memoizing, 226 |
| memory, 7, 201 |
| memory address, 41 |
| memory manager, 156 |
| memory pages, 154 |
| microcode translation, 10 |
| mkdir, 271 |
| movb, 44, 258 |
| movl, 24, 36, 258 |
| mull, 259 |
| multiplier, 15, 37, 42 |
| negative numbers, 197 |
| negl, 259 |
| newline, 34 |
| nexti, 294, 294 |
| NOT, 188, 198 |
| notl, 261 |
| null, 100 |
| null character, 91, 135 |
| null characters, 104, 105 |
| objdump, 140 |
| object file, 21 |
| octal, 91, 199 |
| offset, 16 |
| offsets, 96 |
| one’s complement, 261 |
| open, 75, 91, 194, 271 |
| operands, 24 |
| optimization, 223 |
| OR, 188 |
| orl, 261 |
| out-of-order execution, 10 |
|
|
| overflow flag, 257 |
| O_APPEND, 195 |
| O_CREAT, 195 |
| O_RDWR, 194 |
| O_TRUNC, 195 |
| O_WRONLY, 194 |
| pad, 104 |
| padding, 100 |
| pages, 154 |
| parallelization, 229 |
| parameter, 69 |
| parameters, 26, 49, 50, 54, 67, 135 |
| parity flag, 258 |
| Perl, 218 |
| permissions, 75, 91, 199 |
| persistance, 75 |
| persistent, 95 |
| physical address, 152 |
| physical memory, 152, 227, 280 |
| pipe, 271 |
| pipelining, 10 |
| pipes, 79 |
| pointer, 53, 63 |
| pointers, 12, 14, 284 |
| popl, 53, 258 |
| precision, 197 |
| preprocessor, 216 |
| primitive functions, 50 |
| primitives, 50 |
| print, 292, 294 |
| printf, 133, 135 |
| profiler, 224 |
|
|
| 317 |
|
|
| program counter, 9 |
| program status register, 195 |
| programming, 1 |
| prototype, 135 |
| prototypes, 138 |
| pseudo-operations, 23 |
| pushl, 53, 67, 258 |
| Python, 219 |
| QT Designer, 255 |
| quit, 294 |
| rcll, 261 |
| rcrl, 261 |
| read, 76, 92, 271 |
| records, 95 |
| recovery points, 122 |
| recursive, 64 |
| register, 63, 190, 203 |
| register addressing mode, 15, 43 |
| registers, 10, 12, 27, 36, 58, 186, 201, |
| 227 |
| regular files, 79 |
| rep, 282 |
| resident set size, 155 |
| ret, 52, 57, 263, 287 |
| return address, 51, 54, 89 |
| return value, 52, 58, 68 |
| return values, 69 |
| rmdir, 271 |
| robust, 117, 117, 119 |
| roll, 261 |
| rorl, 261 |
| rotate, 192 |
|
|
| 318 |
|
|
| run, 290, 294 |
| sall, 261 |
| sarl, 199, 261 |
| sbbl, 259 |
| set, 294 |
| shared libraries, 129, 132 |
| shared library, 142 |
| shared objects, 130 |
| shift, 192 |
| shifting, 193 |
| shll, 261 |
| short, 138 |
| show, 294 |
| shrl, 199, 261 |
| SIGINT, 290 |
| sign, 197 |
| sign extension, 199 |
| sign flag, 257 |
| signed, 199 |
| signed numbers, 198 |
| skeleton code, 129 |
| source code, 20 |
| source file, 21 |
| source operand, 43 |
| special files, 79 |
| special register, 55 |
| special-purpose register, 13 |
| special-purpose registers, 10, 25 |
| stack, 53 |
| stack frame, 55, 65 |
| stack memory, 53 |
| stack pointer, 55 |
|
|
| stack register, 53 |
| standard error, 79 |
| standard input, 78 |
| standard output, 79 |
| stateless functions, 229 |
| static variables, 51, 57, 279 |
| statically-linked, 133 |
| status code, 28, 118 |
| status register, 39 |
| STDERR, 79 |
| STDIN, 78 |
| stdio.h, 216 |
| STDOUT, 79 |
| stepi, 291, 294, 294 |
| strcmp, 141 |
| strdup, 141 |
| strlen, 105, 141 |
| struct, 139 |
| structs, 282 |
| structured data, 95 |
| stub, 121 |
| subl, 24, 259 |
| superscalar processors, 10 |
| swap death, 155 |
| swapping, 154 |
| switches, 187 |
| symbol, 23, 50 |
| symbols, 133 |
| system break, 150 |
| system call, 26, 41, 126, 194 |
| system calls, 26, 50, 273 |
| tab, 35 |
|
|
| testing, 118 |
| testl, 261 |
| text section, 23 |
| true, 190 |
| true branch, 277 |
| two’s complement, 198, 259 |
| typedef, 140 |
| unconditional jump, 30, 196 |
| undisplay, 294 |
| UNIX manual, 273 |
| unsigned, 139, 199 |
| unstructured data, 95 |
| up, 294 |
| user mode, 174 |
| variables, 35 |
| virtual address, 152 |
| virtual memory, 152, 155 |
| volatile, 280 |
| Von Neumann architecture, 7, 9 |
| where, 294 |
| while loop, 281 |
| Win32, 255 |
| word, 12, 44, 200 |
| write, 76, 93, 271 |
| x, 294 |
| xchgl, 258 |
| XOR, 188 |
| xorl, 261 |
| zero flag, 258 |
|
|
| 319 |
|
|
| |