Assembly Language
Chapter 7
Assembly Language
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Human-Readable Machine Language
Computers like ones and zeros…
Humans like symbols…
Assembler is a program that turns symbols into
machine instructions.
ISA-specific:
close correspondence between symbols and instruction set
mnemonics for opcodes
labels for memory locations
additional operations for allocating storage and initializing data
ADD R6,R2,R6; increment index reg.
0001110010000110
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Exam1: An Assembly Language Program
;
; Program to multiply a number by the constant 6
;
.ORIG x3050
LD R1, SIX
LD R2, NUMBER
AND R3, R3, #0 ; Clear R3. It will
; contain the product.
; The inner loop
;
AGAIN ADD R3, R3, R2
ADD R1, R1, #-1 ; R1 keeps track of
BRp AGAIN ; the iteration.
;
HALT
;
NUMBER .BLKW 1
SIX .FILL x0006
;
.END
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LC-3 Assembly Language Syntax
Each line of a program is one of the following:
an instruction
an assember directive (or pseudo-op)
a comment
Whitespace (between symbols) and case are ignored.
Comments (beginning with “;”) are also ignored.
An instruction has the following format:
LABEL OPCODE OPERANDS; COMMENTS
optional
mandatory
ADD R3, R3, R2
ADD R1, R1, #-1
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Opcodes and Operands
Opcodes
reserved symbols that correspond to LC-3 instructions
listed in Appendix A
ex: ADD, AND, LD, LDR, …
Operands
registers — specified by Rn, where n is the register number
numbers — indicated by # (decimal) or x (hex)
label — symbolic name of memory location
separated by comma
number, order, and type correspond to instruction format
ex:
ADD R1,R1,R3
ADD R1,R1,#3
LD R6,NUMBER
BRz LOOP
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Labels and Comments
Label
placed at the beginning of the line
assigns a symbolic name to the address corresponding to a line
ex:
LOOP ADD R1,R1,#-1
BRp LOOP
Comment
anything after a semicolon is a comment
ignored by assembler
used by humans to document/understand programs
tips for useful comments:
avoid restating the obvious, as “decrement R1”
provide additional insight, as in “accumulate product in R6”
use comments to separate pieces of program
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LC-3 Assenmly Instructions
ADD Rd, Rs1, Rs2
ADD Rd, Rs, #n5
AND Rd, Rs1, Rs2
AND Rd, Rs, #n5
NOT Rd, Rs
LD Rd, pc+#n9/label
LDI Rd, pc+#n9/label
LDR Rd, Rb, #n6
LEA Rd, pc+#n9
ST Rs, pc+#n9/label
STI Rs, pc+#n9/label
STR Rs, Rb, #n6
TRAP #n8
BR pc+#n9/Label
BRn pc+#n9/Label
BRz pc+#n9/Label
BRp pc+#n9/Label
BRnz pc+#n9/Label
BRnp pc+#n9/Label
BRzp pc+#n9/Label
BR/BRnzp pc+#n9/Label
JMP Rb
JSR #n11/Label
JSRR Rb
RET
RTI
#n5: -16~15
#n9: -256~255
#n6: -32~31
#n11: -512~511
#n8: 0~256
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Assembler Directives
Pseudo-operations
do not refer to operations executed by program
used by assembler
look like instruction, but “opcode” starts with dot “.”
Opcode Operand Meaning
.ORIG address starting address of your program
.END tell Assembler where the program ends
.BLKW n allocate n words of storage
.FILL n allocate one word, initialize with value n
.STRINGZ n-character
string allocate n+1 locations,
initialize w/characters and null terminator
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Trap Codes
LC-3 assembler provides “pseudo-instructions” for
each trap code, so you don’t have to remember them.
Code Equivalent Description
HALT TRAP x25 Halt execution and print message to console.
IN TRAP x23 Print prompt on console,
read (and echo) one character from keybd.
Character stored in R0[7:0].
OUT TRAP x21 Write one character (in R0[7:0]) to console.
GETC TRAP x20 Read one character from keyboard.
Character stored in R0[7:0].
PUTS TRAP x22 Write null-terminated string to console.
Address of string is in R0(pointing to first char address).
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Style Guidelines
Use the following style guidelines to improve
the readability and understandability of your programs:
Provide a program header, with author’s name, date, etc.,
and purpose of program.
Start labels, opcode, operands, and comments in same column
for each line. (Unless entire line is a comment.)
Use comments to explain what each register does.
Give explanatory comment for most instructions.
Use meaningful symbolic names.
Mixed upper and lower case for readability.
ASCIItoBinary, InputRoutine, SaveR1
Provide comments between program sections.
Each line must fit on the page — no wraparound or truncations.
Long statements split in aesthetically pleasing manner.
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Sample Program
Count the occurrences of a character in a file.
Remember this?
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Exam2:Char Count in Assembly Language (1 of 3)
;
; Program to count occurrences of a character in a file.
; Character to be input from the keyboard.
; Result to be displayed on the monitor.
; Program only works if no more than 9 occurrences are found.
;
;
; Initialization
;
.ORIG x3000
AND R2, R2, #0 ; R2 is counter, initially 0
LD R3, PTR ; R3 is pointer to characters
;GETC ; R0 gets character input
TRAP x23
LDR R1, R3, #0 ; R1 gets first character
;
; Test character for end of file
;
TEST ADD R4, R1, #-4 ; Test for EOT (ASCII x04)
BRz OUTPUT ; If done, prepare the output
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Exam2:Char Count in Assembly Language (2 of 3)
;
; Test character for match. If a match, increment count.
;
NOT R1, R1
ADD R1, R1, R0 ; If match, R1 = xFFFF
NOT R1, R1 ; If match, R1 = x0000
BRnp GETCHAR ; If no match, do not increment R2
ADD R2, R2, #1
;
; Get next character from file.
;
GETCHAR ADD R3, R3, #1 ; Point to next character.
LDR R1, R3, #0 ; R1 gets next char to test
BRnzp TEST
;
; Output the count.
;
OUTPUT LD R0, ASCII ; Load the ASCII template
ADD R0, R0, R2 ; Covert binary count to ASCII
;OUT ; ASCII code in R0 is displayed.
TRAP x21
HALT ; Halt machine
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Exam2:Char Count in Assembly Language (3 of 3)
;
; Storage for pointer and ASCII template
;
ASCII .FILL x0030
PTR .FILL x4000
.END
;
; fill a file in memory starting at x4000
;
.ORIG x4000
.FILL x0048 ;H
.FILL x0065 ;e
.FILL x006c ;l
.FILL x006c ;l
.FILL x006f ;o
.FILL x0057 ;W
.FILL x006f ;o
.FILL x0072 ;r
.FILL x006c ;l
.FILL x0064 ;d
.FILL x0021 ;!
.FILL x0004 ; EOT
.END
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Assembly Process
Convert assembly language file (.asm)
into an executable file (.obj) for the LC-3 simulator.
First Pass:
scan program file
find all labels and calculate the corresponding addresses;
this is called the symbol table
Second Pass:
convert instructions to machine language,
using information from symbol table
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First Pass: Constructing the Symbol Table
Find the .ORIG statement,
which tells us the address of the first instruction.
Initialize location counter (LC), which keeps track of the
current instruction.
For each non-empty line in the program:
If line contains a label, add label and LC to symbol table.
Increment LC.
NOTE: If statement is .BLKW or .STRINGZ,
increment LC by the number of words allocated.
Stop when .END statement is reached.
NOTE: A line that contains only a comment is considered an empty line.
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Practice
Construct the symbol table for the program:
Symbol Address
.ORIG x3000
AND R2, R2, #0 ; R2 is counter, initially 0x3000
LD R3, PTR ; R3 is pointer to characters 0x3001
TRAP x23 ; R0 gets character input 0x3002
LDR R1, R3, #0 ; R1 gets first character 0x3003
TEST ADD R4, R1, #-4 ; Test for EOT (ASCII x04) 0x3004
BRz OUTPUT ; If done, prepare the output 0x3005
NOT R1, R1 ; 0x3006
ADD R1, R1, R0 ; If match, R1 = xFFFF 0x3007
NOT R1, R1 ; If match, R1 = x0000 0x3008
BRnp GETCHAR ; If no match, do not increment 0x3009
ADD R2, R2, #1 ; 0x300A
GETCHAR ADD R3, R3, #1 ; Point to next character. 0x300B
LDR R1, R3, #0 ; R1 gets next char to test 0x300C
BRnzp TEST ; 0x300D
OUTPUT LD R0, ASCII ; Load the ASCII template 0x300E
ADD R0, R0, R2 ; Covert binary count to ASCII 0x300F
TRAP x21 ; ASCII code in R0 is displayed.0x3010
HALT ; Halt machine 0x3011
ASCII .FILL x0030 ; 0x3012
PTR .FILL x4000 ; 0x3013
.END
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Practice Answer
Symbol Address
TEST x3004
GETCHAR x300B
OUTPUT x300E
ASCII x3012
PTR x3013
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Second Pass: Generating Machine Language
For each executable assembly language statement,
generate the corresponding machine language instruction.
If operand is a label,
look up the address from the symbol table.
Potential problems:
Improper number or type of arguments
ex: NOT R1,#7
ADD R1,R2
ADD R3,R3,NUMBER
Immediate argument too large
ex: ADD R1,R2,#1023
Address (associated with label) more than 256 from instruction
can’t use PC-relative addressing mode
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Practice
Using the symbol table constructed earlier,
translate these statements into LC-3 machine language.
Statement Machine Language
LD R3,PTR 0010011xxxxxxxxx
BRz OUTPUT 0000010xxxxxxxxx
BRnp GETCHAR 0000101xxxxxxxxx
BRnzp TEST 0000111xxxxxxxxx
.ORIG x3000
AND R2, R2, #0 ; R2 is counter, initially 0x3000
LD R3, PTR ; R3 is pointer to characters 0x3001
TRAP x23 ; R0 gets character input 0x3002
LDR R1, R3, #0 ; R1 gets first character 0x3003
TEST ADD R4, R1, #-4 ; Test for EOT (ASCII x04) 0x3004
BRz OUTPUT ; If done, prepare the output 0x3005
NOT R1, R1 ; 0x3006
ADD R1, R1, R0 ; If match, R1 = xFFFF 0x3007
NOT R1, R1 ; If match, R1 = x0000 0x3008
BRnp GETCHAR ; If no match, do not increment 0x3009
ADD R2, R2, #1 ; 0x300A
GETCHAR ADD R3, R3, #1 ; Point to next character. 0x300B
LDR R1, R3, #0 ; R1 gets next char to test 0x300C
BRnzp TEST ; 0x300D
OUTPUT LD R0, ASCII ; Load the ASCII template 0x300E
ADD R0, R0, R2 ; Covert binary count to ASCII 0x300F
TRAP x21 ; ASCII code in R0 is displayed.0x3010
HALT ; Halt machine 0x3011
ASCII .FILL x0030 ; 0x3012
PTR .FILL x4000 ; 0x3013
.END
Symbol Address
TEST x3004
GETCHAR x300B
OUTPUT x300E
ASCII x3012
PTR x3013
LD R0, ASCII 0010000xxxxxxxxx
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Practice Answer
Statement Machine Language
LD R3,PTR 0010011000010001
BRz OUTPUT 0000010000001000
BRnp GETCHAR 0000101000000001
BRnzp TEST 0000111111110110
LD R0, ASCII 0010000000000011
+1
-10
+8
+3
+17
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LC-3 Assembler
Using “assembler” or LC3Edit (Windows),
generates several different output files.
This one gets
loaded into the
simulator.
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Object File Format
LC-3 object file contains
Starting address (location where program must be loaded),
followed by…
Machine instructions
Example
Beginning of “count character” object file looks like this:
0011000000000000
0101010010100000
0010011000010001
1111000000100011
.
.
.
.ORIG x3000
AND R2, R2, #0
LD R3, PTR
TRAP x23
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Object File Format
The obj file :
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Multiple Object Files
An object file is not necessarily a complete program.
system-provided library routines
code blocks written by multiple developers
For LC-3 simulator,
can load multiple object files into memory,
then start executing at a desired address.
system routines, such as keyboard input, are loaded automatically
loaded into “system memory,” below x3000
user code should be loaded between x3000 and xFDFF
each object file includes a starting address
be careful not to load overlapping object files
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Linking and Loading
Loading is the process of copying an executable image
into memory.
more sophisticated loaders are able to relocate images
to fit into available memory
must readjust branch targets, load/store addresses
Linking is the process of resolving symbols between
independent object files.
suppose we define a symbol in one module,
and want to use it in another
some notation, such as .EXTERNAL, is used to tell assembler that a symbol is defined in another module
linker will search symbol tables of other modules to resolve symbols and complete code generation before loading
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Count = 0
(R2 = 0)
Ptr = 1st file character
(R3 = M[x3012])
Input char
from keybd
(TRAP x23)
Done?
(R1 ?= EOT)
Load char from file
(R1 = M[R3])
Match?
(R1 ?= R0)
Incr Count
(R2 = R2 + 1)
Load next char from file
(R3 = R3 + 1, R1 = M[R3])
Convert count to
ASCII character
(R0 = x30, R0 = R2 + R0)
Print count
(TRAP x21)
HALT
(TRAP x25)
NO
NO
YES
YES
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