Title: Instructions: Language of The Computer
1Instructions Language of The Computer
- Bo Cheng
- bchneg_at_ccu.edu.tw
2Compiler - 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.
3Other 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.
4Library 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.
5A Translation Hierarchy For C
Compiler
X.s X.asm
Assembly Language Program
X.c X.c
Assembler
C Program
X.o X.obj
Object Machine Language Module
Object Binary Routine (Machine Language)
Linker
a.out X.exe
Executable Machine Language Program
Loader
Memory
6Language, Language, Language
7Machine 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.
8Assembly 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
9MIPS
- Microprocessor without interlocked pipeline
stages - A RISC microprocessor architecture developed by
MIPS Computer Systems Inc. - MIPS designs are used in SGI's computer product
line, 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
10MIPS 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.
11MIPS 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.
12MIPS 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.
13MIPS 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.
14Central 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
15SPIM
- 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
language files, but not binary. - Contains a debugger and provides a few operating
system-like services. - It is much slower than real computer (100 or more
times) - Can be downloaded from http//www.cs.wisc.edu/lar
us/spim.html
16Use PC-SPIM
17PCSpim Windows Interface
Source http//www.cs.ait.ac.th/guha/COA/Spim/spi
mSlides.ppt
- 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 programs memory
and the data of the programs stack - Messages window
- shows PCSpim messages
Separate console window appears for I/O
18Opening 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
19Setting .
20Message
- 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.
21Writing 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.
22Use Notepad To Edit Your Program
23Program 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
24Two Sections
- Text
- Instructions go here
- Contains the beginning of the program
- Data
- Where the variables are declared
25Example 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
26Comments
- 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.
27Labels 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
28Registers
- 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.
29The MIPS Register Set (32 Registers)
30The 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
31The 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).
32The MIPS Instruction Set (III)
33The 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
integer. - addr must be an address
34The 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.
35Arithmetic Instructions
36Arithmetic Examples
- ltopgt ltdesgt ltsrc1gt ltsrc2gt
- 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
37Syscalls (I)
38Syscalls (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
39Syscalls (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.
40Data 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.
41Example 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.
42Example 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.
43Example 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. .text main 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 program li v0, 10 10 is
the exit syscall. syscall do the syscall.
Data for the program .data hello_msg .asciiz
"Hello World\n" end hello.asm
44Directives
- 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
45Data Directives
46They Are The Same
47Example 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. .text 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.
48Example 4 (II) Larger Number
put the larger of t0 and t1 into t2. bgt
t0, t1, t0_bigger If t0 gt 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.
49Branch Instructions
50Bgt and b statement
- ltbgtgt ltSrc1gt ltSrc2gtltLabelgt
- The rst two are numbers, and the last is a label.
- If (Src1 gt Src2) Go to ltLabelgt otherwise go next
- ltbgt ltLabelgt
- Simply branches to the given label.
51Computing Integer DivisionIterative C Version
MIPS/SPIM Version
int a 12 int b 4 int result 0 main ()
while (a gt b) a a - b result
.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 gt 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)
C
MIPS Assembly Language
52Simple One
int a 12 int b 4 int result 0 main ()
while (a gt b) a a - b result
printf(d d d, a , b, res)
t0 a t1 b t2 res .text main li
t0, 12 li t1, 4 li t2, 0 while bgt t1,
t0, endwhile while (a gt b) sub t0, t0,
t1 a a - b addi t2, t2, 1 res
j while endwhile move a0, t0 li
v0, 1 syscall make the syscall. move
a0, t1 li v0, 1 syscall make the
syscall. move a0, t2 li v0, 1 syscall
make the syscall. li v0, 10 syscall code
10 is for exit. syscall make the syscall.
C
MIPS Assembly Language
53Jump Instructions
54Comparison Instructions
55The 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
56Subroutine
- 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.
Chap 26 27
http//chortle.ccsu.edu/AssemblyTutorial/TutorialC
ontents.html
57Callers 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.
58The jal Instruction (I)
- The jal instruction and register 31 (ra)
provide the hardware support necessary to
elegantly implement subroutines. - Machine Cycle
59The jal Instruction (II)
jal sub ra lt? PC4 ra lt? address 8 bytes
away from the jal PC lt? sub load the PC
with the subroutine entry point
- So now ra holds the address of the second
instruction after the jal instruction.
60The jr Instruction
- Returns control to the caller.
- jr ra PC lt? 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 delay
slot (nop instruction).
61Calling 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 subroutine. The subroutine can change them. - v0 - v1 These registers contain values
returned from the subroutine. - The main routine returns control by using the
exit service (service 10) of the SPIM exception
handler.
62Main Calling Mysub Example
- Two arguments are passed, in a0 and a1.
- The subroutine reads the arguments from those
registers.
63Example 5
Bo Cheng -- 02/08/05 ex5.asm-- A program that
exercises the function calls .data in_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_msg1 li v0, 4
syscall Call the subroutine sub_pro
jal sub_pro nop Print "after" message la
a0, in_main_msg2 li v0, 4 syscall
exit the program li 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_msg li v0, 4 syscall return
the call jr ra nop
64The Example 6 - Sum
65Pushing 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.
66Chain of Subroutine Calls
- Only one ra would be lost if nested subroutine
- Solution push the return address 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 onto stack
67Stack
- LIFO (Last-In, Fist-Out)
- Grows from larger memory addresses to smaller
memory addresses - Use stack pointer (SP29) to point the top of
stack. - Push SP SP 4
- Pop SP SP 4
0x01000000
0x00FFFFFC
0x00FFFFF8
0x00FFFFF4
0x00FFFFF0
68Push on MIPS
Source users.ece.gatech.edu/rdanse/
ECE2030/slides/ECE2030_Chapter15_2pp.pdf
69Pop On MIPS
70Nested Procedure Calls
71Stack-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 prolog
(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 pushed
(step 1).
72Pushing 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.
73The Call Chain Example
subB 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
74Example 7 Find Min
main 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 program li 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 lt min
) move t0, a1 min y IF2
bge a1, t0, END branch if !( z lt min )
move t0, a2 min z END
move v0, t0 retval min
jr ra return