Instructions: Language of The Computer Bo Cheng [email protected].
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Transcript of Instructions: Language of The Computer Bo Cheng [email protected].
Compiler - Assembler - Linker - Loader
Compiler: transforms a C program into an assembly language program, a symbolic form of what the machine understand.
Assembler: turns the assembly language program into an object file, which is a combination of machine language instructions, data and information needed to place instructions properly in memory.
Linker or link editor: takes all the independently assembled machine language programs and ‘stitches’ them together into an executable file that can be run on a computer.
– The linker uses the relocation information and symbol table in each object module to resolve all undefined labels.
Loader: load the executable file into memory for execution.
Other Information
Symbol table: A table that matches names of labels to the addresses of the memory words that instructions occupy
Executable file: A functional program in the format of an object file that contains no unresolved references, relocation information, symbol table, or debugging information.
Library: Static vs. Dynamic
Static:– Fast– Becoming a part of the executable code– Loading the whole library no matter that is running
or not
Dynamic:– Not linked and loaded until the program is run– Pay a good deal of overhead the first time a
routine is called.
A Translation Hierarchy For C
C Program
Assembly Language Program
Object: Machine Language Module Object: Binary Routine (Machine Language)
Executable: Machine Language Program
Memory
Compiler
Assembler
Linker
Loader
X.cX.c
X.sX.asm
X.oX.obj
Y.aY.lib
staticY.soY.dll
dynamic
a.outX.exe
Language, Language, Language
Machine language
Computer instructions can be represented as sequences of bits.
This is the lowest possible level of representation for a program
Can be understood directly by the machine. Each instruction is equivalent to a single,
indivisible action of the CPU.
Assembly Language
A slightly higher-level representation (and one that is much easier for humans to use)
Very closely related to machine language Assembler
– Translate programs written in assembly language into machine language.
Because of the close relationship between machine and assembly languages, each different machine architecture usually has its own assembly language
– Sometimes, each architecture may have several
MIPS
Microprocessor without interlocked pipeline stages A RISC microprocessor architecture developed by M
IPS Computer Systems Inc. MIPS designs are used in SGI's computer product lin
e, and have found broad application in embedded systems, Windows CE devices, and Cisco routers.
The Nintendo 64 console, Sony PlayStation 2 console, and Sony PSP handheld system use MIPS processors.
http://en.wikipedia.org/wiki/MIPS_architecture
MIPS History (I)
In 1981, a team led by John Hennessy at Stanford University started work on what would become the first MIPS processor.
The basic concept was to dramatically increase performance through the use of deep instruction pipelines
Generally a pipeline spreads out the task of running an instruction into several steps, and then start working on "step one" of an instruction even before the preceding instruction is complete.
MIPS History (II)
In 1984, Hennessy left Stanford to form MIPS Computer Systems.
They released their first design, the R2000, in 1985, improving the design as the R3000 in 1988.
These 32-bit CPUs formed the basis of their company through the 1980s, used primarily in SGI's series of workstations.
In 1991 MIPS released the first 64-bit microprocessor, the R4000.
SGI bought the company outright in 1992 – Becoming an internal group at SGI, the company was now
known as MIPS Technologies.
MIPS History (III)
By the late 1990s MIPS was a powerhouse in the embedded processor field, and in 1997 the 48th million MIPS-based CPU shipped
– The first RISC CPU to outship the famous Motorola 68000 family (CISC).
This proved fairly successful due to the simplicity of the core
– much less capable CISC designs of similar gate count and price
– the two are strongly related, the price of a CPU is generally the number of gates plus the number of external pins.
MIPS R2000 CPU and FPU
A MIPS processor consists of – an integer processing unit (the
CPU) and – a collection of coprocessors
that perform ancillary tasks or operate on other types of data such as floating point numbers
SPIM simulates two coprocessors
– Coprocessor 0 handles traps, exceptions, and
the virtual memory system. – Coprocessor 1
floating point unit.
Central Processing Unit - CPU
the brains of the computer Sometimes referred to simply as the processor or central
processor On large machines, CPUs require one or more printed circuit
boards. On personal computers and small workstations, the CPU is
housed in a single chip called a microprocessor. Two typical components of a CPU are:
– The arithmetic logic unit (ALU), which performs arithmetic and logical operations.
– The control unit, which extracts instructions from memory and decodes and executes them, calling on the ALU when necessary.
http://www.webopedia.com/TERM/C/CPU.html
SPIM
A software simulator that runs programs written for MIPS R2000/R3000 processors.
SPIM is MIPS backwards PC-SPIM is the windows version of SPIM SPIM can read and immediately execute assembly la
nguage files, but not binary. Contains a debugger and provides a few operating s
ystem-like services. It is much slower than real computer (100 or more ti
mes) Can be downloaded from http://
www.cs.wisc.edu/~larus/spim.html
Use PC-SPIM
PCSpim Windows Interface
Registers window– shows the values of all registers in
the MIPS CPU and FPU Text segment window
– shows assembly instructions & corresponding machine code
Data segment window– shows the data loaded into the
program’s memory and the data of the program’s stack
Messages window– shows PCSpim messages
Separate console window appears for I/O
Source: http://www.cs.ait.ac.th/~guha/COA/Spim/spimSlides.ppt
Opening Window
Register Display: This shows the contents (bit patterns in hex) of all 32 general purpose registers, the floating point registers, and a few others.
Text Display: This shows the assembly language program source, the machine instructions (bit patterns in hex) they correspond to, and the addresses of their memory locations.
Data and Stack Display: This shows the sections of MIPS memory that hold ordinary data and data which has been pushed onto a stack.
SPIM Messages: This shows messages from the simulator (often error messages).
Character output from the simulated computer is in the SPIM console window Character output from the simulated computer is in the SPIM console window
Setting ….
Message
Messages from the simulated computer appear in the console window when an assembly program that is running (in simulation) writes to the (simulated) monitor. If a real MIPS computer were running you would see the same messages on a real monitor.
Writing an Assembly Program
A source file (in assembly language or in any programming language) is the text file containing programming language statements created (usually) by a human programmer.
An editor like Notepad will work. You will probably want to use a better editor.
Word processors usually create "binary" files and so are not suitable for creating source files.
With your program (text) editor create a file with asm extension, e.g., addup.asm.
Use Notepad To Edit Your Program
Program Template
# Comment giving name of program and description of function# Template.s# Bare-bones outline of MIPS assembly language program
.data # variable declarations follow this line # ...
.text # instructions follow this line
main: # indicates start of code (first instruction to execute) # ...
# End of program, leave a blank line afterwards to make SPIM happy
Two Sections
Text– Instructions go here– Contains the beginning of the program
Data– Where the variables are declared
Example 1
# Daniel J. Ellard -- 02/21/94# add.asm-- A program that computes the sum of 1 and 2,# leaving the result in register $t0.# Registers used:# t0 - used to hold the result.# t1 - used to hold the constant 1.# v0 - syscall parameter.main: # SPIM starts execution at main.
li $t1, 1 # load 1 into $t1.add $t0, $t1, 2 # compute the sum of $t1 and 2, and
# put it into $t0.li $v0, 10 # syscall code 10 is for exit.syscall # make the syscall.
# end of add.asm
Comments
Any text between a pound sign (#) and the subsequent newline is considered to be a comment.
Comments are absolutely essential! Assembly language programs are notoriously
difficult to read unless they are properly documented.
Labels and Main
To begin with, we need to tell the assembler where the program starts.– In SPIM, program execution begins at the location
with the label main. A label is a symbolic name for an address in
memory. – a label is a symbol name followed by a colon– e.g., main: – The names of instructions can not be used as
labels
Registers
The MIPS R2000 CPU has 32 registers. 31 of these are general-purpose registers
that can be used in any of the instructions. The last one, denoted register zero, is
defined to contain the number zero at all times.
MIPS programmers have agreed upon a set of guidelines that specify how each of the registers should be used.
The MIPS Register Set (32 Registers)
The MIPS Instruction Set (I)
If an instruction description begins with an , o then the instruction is not a member of the native MIPS instruction set– For example, abs– The assembler translates pseudoinstructions into
one or more native instructions
The MIPS Instruction Set (II)
If the op contains a (u), then this instruction can either use signed or unsigned arithmetic, depending on whether or not a u is appended to the name of the instruction.
For example, if the op is given as add(u)– add (add signed) or – addu (add unsigned).
The MIPS Instruction Set (III)
The MIPS Instruction Set (IV)
des must always be a register. src1 must always be a register. reg2 must always be a register. src2 may be either a register or a 32-bit integ
er. addr must be an address
The Load Instructions
• Fetch a byte, halfword, or word from memory and put it into a register. • The li and lui instructions load a constant into a register.
Arithmetic Instructions
Arithmetic Examples
<op> <des> <src1> <src2> Have 3 operands Operand order is fixed: destination first Only 32 registers are provided Examples
– add $t0, $s0, $s2 # $t0 = $s0 + $s2– sub $s0, $t0, $t1 # $s0 = $t0 – $t1
Syscalls (I)
Syscalls (II)
The syscall instruction suspends the execution of your program and transfers control to the operating system.
The operating system then looks at the contents of register $v0 to determine what it is that your program is asking it to do.
For example: Similar to C, where the exit function can be called in order to halt the execution of a program
Syscalls (III) - Example
syscall 5 can be used to read an integer into register $v0.
syscall 1 can be used to print out the integer stored in $a0.
Data Movement Instructions
•The data movement instructions move data among registers. •Special instructions are provided to move data in and out of special registers such as hi and lo.
Example 2 (I)
# Daniel J. Ellard -- 02/21/94# add2.asm-- A program that computes and prints the sum# of two numbers specified at runtime by the user.# Registers used:# $t0 - used to hold the first number.# $t1 - used to hold the second number.# $t2 - used to hold the sum of the $t1 and $t2.# $v0 - syscall parameter and return value.# $a0 - syscall parameter.
Example 2 (II)main:## Get first number from user, put into $t0.
li $v0, 5 # load syscall read_int into $v0.syscall # make the syscall.move $t0, $v0 # move the number read into $t0.
## Get second number from user, put into $t1.li $v0, 5 # load syscall read_int into $v0.syscall # make the syscall.move $t1, $v0 # move the number read into $t1.
# Compute the sum.add $t2, $t0, $t1 # Sum it up
## Print out $t2.move $a0, $t2 # move the number to print into $a0.li $v0, 1 # load syscall print_int into $v0.syscall # make the syscall.
# Exit the program li $v0, 10 # syscall code 10 is for exit.
syscall # make the syscall.# end of add2.asm.
Example 3 – Hello World
# Daniel J. Ellard -- 02/21/94# hello.asm-- A "Hello World" program.# Registers used:# $v0 - syscall parameter and return value.# $a0 - syscall parameter-- the string to print.
.textmain:
la $a0, hello_msg # load the addr of hello_msg into $a0.li $v0, 4 # 4 is the print_string syscall.syscall # do the syscall.
# Exit the programli $v0, 10 # 10 is the exit syscall.syscall # do the syscall.
# Data for the program:.datahello_msg: .asciiz "Hello World\n"
# end hello.asm
Directives
A directive is an instruction for the assembler (not the CPU) for reserving memory, telling the assembler where to place instructions, etc.
Data segment– Tagged with the .data directive. – Is used to allocate storage and initialize global variables
Text segment– Indicated by the .text directive. – This is where we put the instructions we want the processor
to execute. By default, the assembler starts in the text segment
Data Directives
They Are The Same
Example 4 (I) – Larger Number# Daniel J. Ellard -- 02/21/94# larger.asm-- prints the larger of two numbers specified# at runtime by the user.# Registers used:# $t0 - used to hold the first number.# $t1 - used to hold the second number.# $t2 - used to store the larger of $t1 and $t2.# $v0 - syscall parameter and return value.# $a0 - syscall parameter.
.textmain:## Get first number from user, put into $t0.
li $v0, 5 # load syscall read_int into $v0.syscall # make the syscall.move $t0, $v0 # move the number read into $t0.
## Get second number from user, put into $t1.li $v0, 5 # load syscall read_int into $v0.syscall # make the syscall.move $t1, $v0 # move the number read into $t1.
Example 4 (II) – Larger Number
## put the larger of $t0 and $t1 into $t2.bgt $t0, $t1, t0_bigger # If $t0 > $t1, branch to t0_bigger,move $t2, $t1 # otherwise, copy $t1 into $t2.b endif # and then branch to endif
t0_bigger:move $t2, $t0 # copy $t0 into $t2
endif:## Print out $t2.
move $a0, $t2 # move the number to print into $a0.li $v0, 1 # load syscall print_int into $v0.syscall # make the syscall.
## exit the program.li $v0, 10 # syscall code 10 is for exit.syscall # make the syscall.
# end of larger.asm.
Branch Instructions
Bgt and b statement
<bgt> <Src1> <Src2><Label> The rst two are numbers, and the last is a lab
el. If (Src1 > Src2) Go to <Label>; otherwise go
next
<b> <Label> Simply branches to the given label.
Computing Integer DivisionIterative C++ Version
int a = 12;int b = 4;int result = 0;main () { while (a >= b) { a = a - b; result ++; } }}
MIPS/SPIM Version
MIPS Assembly Language
C++
.data # Use HLL program as a comment
x: .word 12 # int x = 12;
y: .word 4 # int y = 4;
res: .word 0 # int res = 0;
.globl main
.text
main: la $s0, x # Allocate registers for globals
lw $s1, 0($s0) # x in $s1
lw $s2, 4($s0) # y in $s2
lw $s3, 8($s0) # res in $s3
while: bgt $s2, $s1, endwhile # while (x >= y) {
sub $s1, $s1, $s2 # x = x - y;
addi $s3, $s3, 1 # res ++;
j while # }
endwhile:
la $s0, x # Update variables in memory
sw $s1, 0($s0)
sw $s2, 4($s0)
sw $s3, 8($s0)
Simple One
int a = 12;int b = 4;int result = 0;main () { while (a >= b) { a = a - b; result ++; } printf(“%d %d %d, a , b, res); }
MIPS Assembly Language
C++
# $t0 = a# $t1 = b# $t2 = res
.textmain:
li $t0, 12li $t1, 4li $t2, 0
while: bgt $t1, $t0, endwhile # while (a >= b) {sub $t0, $t0, $t1 # a = a - b; addi $t2, $t2, 1 # res ++; j while # }
endwhile:move $a0, $t0li $v0, 1 syscall # make the syscall.move $a0, $t1li $v0, 1 syscall # make the syscall.move $a0, $t2li $v0, 1 syscall # make the syscall.
#li $v0, 10 # syscall code 10 is for exit.syscall # make the syscall.
Jump Instructions
Comparison Instructions
The Address Mode
The second operand of all of the load and store instructions must be an address. The
MIPS architecture supports the following addressing modes:
Subroutine
Sometimes called procedure, function, or method
Is a logical division of the code that may be regarded as a self-contained operation.
A subroutine might be executed several times with different data as the program executes.
http://chortle.ccsu.edu/AssemblyTutorial/TutorialContents.html
Chap 26 & 27
Callers and Callees
A subroutine call is when a main routine (or other routine) passes control to a subroutine.
The main routine is said to be the CALLER and the subroutine is said to be the CALLEE.
A return from a subroutine is when a subroutine passes control back to its CALLER.
The jal Instruction (I)
The jal instruction and register $31 ($ra) provide the hardware support necessary to elegantly implement subroutines.
Machine Cycle
The jal Instruction (II)
So now $ra holds the address of the second instruction after the jal instruction.
jal sub # $ra <― PC+4 # $ra <― address 8 bytes away from the jal # PC <― sub # load the PC with the subroutine entry point
jal sub # $ra <― PC+4 # $ra <― address 8 bytes away from the jal # PC <― sub # load the PC with the subroutine entry point
The jr Instruction
Returns control to the caller.
jr $ra # PC <― $ra It copies the contents of $ra into the PC: Think as "jumping to the address in $ra." The jr instruction is followed by a branch dela
y slot (nop instruction).
Calling Convention
A subroutine is called using jal. The subroutine returns to its caller using jr $ra. Registers are used as follows:
– $t0 - $t9 — The subroutine is free to change these registers. – $s0 - $s7 — The subroutine must not change these registers. – $a0 - $a3 — These registers contain arguments for the subro
utine. The subroutine can change them. – $v0 - $v1 — These registers contain values returned from the
subroutine. The main routine returns control by using the exit servi
ce (service 10) of the SPIM exception handler.
Main Calling Mysub Example
Two arguments are passed, in $a0 and $a1.
The subroutine reads the arguments from those registers.
Example 5# Bo Cheng -- 02/08/05# ex5.asm-- A program that exercises the function calls
.datain_main_msg1: .asciiz "Before The Call \n"in_sub_msg: .asciiz "In sub Program \n"in_main_msg2: .asciiz "After The Call \n".text
main: # SPIM starts execution at main.# Print the "before" message
la $a0, in_main_msg1li $v0, 4 syscall
# Call the subroutine sub_pro jal sub_pronop
# Print "after" message la $a0, in_main_msg2li $v0, 4 syscall
# exit the programli $v0, 10 # syscall code 10 is for exit.syscall # make the syscall.
# end of add.asm
# the subrouine body sub_pro:
la $a0, in_sub_msgli $v0, 4 syscall
# return the calljr $ranop
The Example 6 - Sum
main: li $s0, 0x06 # load 6 into Register S0li $s1, 0x10 # load 16 into Register S1move $a0, $s0 # use argument 1 in Register a0move $a1, $s1 # use argument 2 in Register a1jal sum_it # call subroutine sum_itnop # branch delay slot
# Get the resultmove $s3, $v0 # get the result from Register v0
# Print the summove $a0, $s3 # place the result into Register a0li $v0, 1 # load syscall print_int into $v0.syscall # make the syscall.
# exit the programli $v0, 10 # syscall code 10 is for exit.syscall # make the syscall.
# end of sum_example.asm
# the subroutine sum_it sum_it:
add $t1, $a0, $a1 # sum it upmove $v0, $t1 # place the result jr $ra # returnnop # branch delay slot
Pushing the Return Address
To return to the caller a subroutine must have the correct return address in $ra when the jr instruction is performed.
But this address does not have to remain in $ra all the time the subroutine is running.
It works fine to save the value of $ra and then to restore it when needed.
Only one $ra would be lost if nested subroutine– Solution: push the return addr
ess it gets onto the stack. When it returns to its caller, it pops the stack to get the return address.
Need to change registers in subroutine– Solution: push the contents o
nto stack
Chain of Subroutine Calls
LIFO (Last-In, Fist-Out) Grows from larger memory addr
esses to smaller memory addresses
Use stack pointer ($SP=$29) to point the top of stack.
Push: SP = SP – 4
Pop: SP = SP + 4
Stack
0x010000000x00FFFFFC
0x00FFFFF40x00FFFFF8
0x00FFFFF0
SPsub $sp, 4 sw $ra, ($sp)
lw $ra, ($sp) add $sp, 4
Push on MIPS
Source: users.ece.gatech.edu/~rdanse/ ECE2030/slides/ECE2030_Chapter15_2pp.pdf
Pop On MIPS
Nested Procedure Calls
Stack-based Linkage Convention
Subroutine Call (done by the caller): – Push onto the stack any registers $t0-$t9 that contain values that must be saved.– Put argument values into $a0-$a3. – Call the subroutine using jal.
Subroutine Prolog (done by the subroutine at its beginning): – If this subroutine might call other subroutines, push $ra onto the stack. – Push onto the stack any registers $s0-$s7 that this subroutine might alter.
Subroutine Body: – The subroutine may alter any "T" or "A" register, or any "S" register– If the subroutine calls another subroutine, then it does so by following these rules.
Subroutine Epilog (done by the subroutine just before it returns to the caller): – Put returned values in $v0-$v1 – Pop from the stack (in reverse order) any registers $s0-$s7 that were pushed in the p
rolog (step 5). – If it was pushed in the prolog (step 4), pop the return address from the stack into $ra. – Return to the caller using jr $ra.
Regaining Control from a subroutine (done by the caller): – Pop from the stack (in reverse order) any registers $t0-$t9 that were previously pushe
d (step 1).
Pushing and Popping Registers
if a subroutine is expected to alter any of the "S" registers, it must first push their values onto the stack.
Just before returning to the caller it must pop these values from the stack back into the registers they came from.
The Call Chain ExamplesubB: sub $sp,$sp,4 # push $ra sw $ra,($sp) . . . . jal subC # call subC nop . . . . lw $ra,($sp) # pop return address add $sp,$sp,4 jr $ra # return to caller nop
# subC expects to use $s0 and $s1 # subC does not call another subroutine# subC: sub $sp,$sp,4 # push $s0 sw $s0,($sp) sub $sp,$sp,4 # push $s1 sw $s1,($sp) . . . . # statements using $s0 and $s1 lw $s1,($sp) # pop s1 add $sp,$sp,4 lw $s0,($sp) # pop s0 add $sp,$sp,4 jr $ra # return to subB nop
Example 7 – Find Minmain:
li $a0, 3 # set arg 0 li $a1, 4 # set arg 1 li $a2, 5 # set arg 2 jal findMin3 move $t0, $v0 # save return value to $t0
## Print out the min.move $a0, $t0 # move the number to print into $a0.li $v0, 1 # load syscall print_int into $v0.syscall # make the syscall.
# exit the programli $v0, 10 # syscall code 10 is for exit.syscall # make the syscall.
# end of add.asm
findMin3: move $t0, $a0 # min = x bge $a1, $t0, IF2 # branch if !( y < min ) move $t0, $a1 # min = yIF2: bge $a1, $t0, END # branch if !( z < min ) move $t0, $a2 # min = zEND: move $v0, $t0 # retval = min jr $ra # return