Representing objects of properties and methods in memory , if anyone have picture or drawing to expalin how computer deal with it and store properties in memory?
Computers do not really store abstract information of that sort at the basic level. There, you essentially have numbers--in binary, but that is not important--and it is generally up to software to interpret these numbers.
In the Von Neuman model, that close to every system is based on, you have one big address space. You can index into it, so your CPU can, for example, fetch the number that sits on a given address, or write a new number to an address, and that is mostly what there is to storing data. Usually, but not always, the addresses pick individual bytes of your memory, but your computer could address into larger or smaller word sizes, for example, you might have a computer that would address into 32 bit words instead of 8 bit words. It doesn't matter for the overall model, though. You just have a big block of memory and you can get the data at individual addresses.
How you interpret this data is up to the program. Well, almost. In this figure, I've tried to illustrate memory and where we have some data. The data is the zero-terminated string "Hello, World\n", but only if we interpret it as an ASCII-encoded string. If we interpreted it as an array of integers instead, then it would be that. The hardware doesn't care how you interpret the data.
What makes a computer a Neuman model is that both data and program is represented in the same memory. Not only can we get to any data via its address, but we can get to the code we want to run as well. There isn't any difference between the two. A program, or a function, or a method, is just an address where you have a sequence of numbers, and the CPU can interpret these numbers as executable code. You can, in theory, point to "Hello, World\n" and then tell the CPU to run it as a program. (I won't recommend it).
When it comes to executable code, there is the slight difference that the CPU does the interpretation. In your own program, you can mostly choose how to represent data (although there might be some penalties if you want different representations than what you get from the raw hardware), but the CPU will interpret the different numbers as specific instructions and execute them as such. At least that is how it works if you run native code; if you have a virtual machine, then the virtual machine is a program that interprets your code, and its interpretation of the data can be quite different from the CPU's. The virtual machine, though, will typically run native code, so you are still relying on the CPU's interoperation of numbers, although indirectly.
I should also mention that modern hardware and operating systems do not usually stick with the simple Von Neuman model. If you treat program and data as interchangeable, you get some massive security holes. In practise, you have some form of permission set on different memory blocks, and your code has to sit in a block that you are allowed to execute, and your data (typically) is not. You can switch the permissions, though, if you want to autogenerate native executable code, and virtual machines often do this.
Anyway, for simplicity, let's just say that we have a simple Von Neuman model. Then both program and data are just chunks of memory that we either interpret as program (and it will then be executed by the CPU when we tell it to run the code at a given address) or as data (and then our software is responsible for interpreting the numbers in memory as some higher data structure).
There aren't any differences between object, properties, or other higher-level concepts at this level. Those are entirely dealt with at the level(s) above the hardware. They are simply interpretations of the raw numbers that sit in memory.
Update: a few more details...
Storing objects
The hardware doesn’t know anything about objects. It has addresses and there are numbers (or bit-patterns, if you prefer) at those addresses. Most data types span more than one address. If, for example, we can address bytes, but integers take up four bytes (i.e. they are 32-bit integers), then naturally we need four bytes, at four addresses, to represent an integer. They will be represented as four contiguous bytes, and depending on the architecture you might have the most-significant byte first or last (this is known as endianess) So, the number 10 (which fits in a single byte, but is still a four-byte integer) might be represented as 0x00 0x00 0x00 0x0a or 0x0a 0x00 0x00 0x00. The 0x0a byte is 10 and it might be first or last.
What then about structures, which is what is closest to what we think of as objects? They are larger blocks of attributes/properties/entries/whatever, and they are represented the same way. Blocks of memory is all we have.
If you have an object that contains two integers, say a representation of a rectangle, then the object sits somewhere in memory and will contain the representation of those two integers.
rect:
h, w: int
I’ve intentionally made up the syntax for this, since it isn’t language specific, and different languages and runtime systems have different variations on how they do this, but they all do something similar.
Here, one representation could be a block of 8 bytes, two 4-byte integers, where the first is h and the second is w. There might be padding between elements, so the objects are aligned the way the hardware prefers, but I will ignore that here.
If the object sits at address 0xafode4, that means that h also sits there (assuming that there is no extra information stored in the object), and that means that w sits four bytes later, if integers take up four bytes of space. Again, the details will differ, but this is generally how it is done if you know the layout of objects at compile time. (If you don’t know them until runtime, you will instead have a table of attributes, and the object contains the table instead).
Now, what happens if an object contains other objects? Say, what if the rectangle is represented by two points instead, and the points are objects
point:
x, y: int
rect:
p1, p2: point
In the simplest version, nothing changes. The rect object contains two points, so the points are embedded in the memory that represents the rect.
This doesn’t always work, though. If you have polymorphic types, you might not know the concrete type of a contained object, so you cannot allocate memory. In that case, instead of containing the other object, you will have a reference to it, a pointer. The rect object would hold the addresses of the two points, and the points would sit elsewhere in memory. This is also what you have to do if you want to build non-trivial data structures, so it isn’t specific to object orientation or objects.
In an OOP context, there might be a bit more work to it, but we will get to that. First, let’s consider functions (and let’s go back to a rectangle that just holds h and w).
Representation of functions
Code is just blocks of memory as well, but where the numbers represent instructions to the CPU. Let’s say we want to multiply two numbers, then we might have an instruction that looks like
mul a, b, c
that says that the CPU should take the numbers in registers a and b, multiply them, and put the result in register c. You usually have instructions that take the input from memory or as constants or such as well, but let’s just consider a single simple instruction: multiply two numbers you have in registers and put the result in a third register.
The mul instruction has a number. Completely arbitrarily we can say that it is the byte 0xef. The three arguments specify registers, and if they are a byte each we can have up to 256 registers. The full instruction would contain four bytes, the mul instruction 0xef and the three arguments. If we want to multiply register r1 with register r2 and put the result in register r0, the instruction would be
mul r1, r2, r0
0xef 0x01 0x02 0x00
so what the computer sees is the program 0xef 0x01 0x02 0x00.
For functions, we need two things more: a way to return, and a way to handle input and output.
The return bit is easy. There will be a ret instruction that returns to where the function was called, handling stack registers and such in the process. We can pretend that ret has code 0xab.
Input and output is specified by a calling convention, and it isn’t tied to the hardware as such. You need an agreed upon way to pass arguments to functions and you need to know where the result is when the function returns, but that is all there is to it. On our imaginary architecture, we could say that input one and two will be in registers r1 and r2 and that the output should be in r0 when we return. That way, we can make a simple multiplication function
fun mult(a, b): return a * b
with the instructions
mul r1, r2, r0 ; 0xef 0x01 0x02 0x00
ret ; 0xab
and the computer will store it as the numbers 0xef 0x01 0x02 0x00 0xab. If you know where this code/data sits in memory, e.g. 0x00beef, you can call the function call 0x00beef with some other instruction call (that also has a number, say 0x10) and the address (here an address is typically 8 bytes on a desktop, or 64 bits, so the three bytes in 0x00beef would have zeros before or after it, depending on endianes. I will pretend that we have three byte addresses to make it more readable).
To call the function, you first need to get the arguments into the correct registers, so if you want to get the area of our rect object, you want to get h and w into registers r1 and r2.
What you want to do is call
area = mult(rect.h, rect.w)
so how do you get rect.h and rect.w into registers? You need instructions for that. Let’s say that we have a mov instruction (0x12) that looks like this:
mov adr, reg
where adr is an address (3 bytes on this imaginary architecture) and reg is a register (1 byte). The full instruction is 5 bytes (the 0x12 instruction, the 3 byte address and the 1 byte register). If your rect object sits at 0xaf0de4, then we have rect.h at 0xaf0de4 as well, and we have rect.w four bytes later, at 0xaf0de8. Calling mult(rect.h, rect.w) involves these instructions
mov 0xaf0de4, r1 ; rect.h -> r1
mov 0xaf0de8, r2 ; rect.h -> r2
call 0x00beef ; mult(rect.h, rect.w)
; now rect.h * rect.w is in r0
The actual data stored on the computer is the codes for this:
; mov 0xaf0de4, r1
0x12 0xaf 0x0d 0xe4 0x01
; mov 0xaf0de8, r2
0x12 0xaf 0x0d 0xe8 0x02
; call 0x00beef
0x10 0x00 0xbe 0xef
Everything is still just numbers that we can access through addresses.
Here, of course, the addresses we have used are hardwired into the program, and that doesn’t work in real life. You don’t know where all the objects will be when you compile your program. Some addresses you do know, once you fire up your executable. The location of functions, for example, will be known, and the linker can insert the correct addresses where you need them. Locations of objects, typically not. But there will be instructions like mov that takes the address from a register instead of from the program. We could, for example, have an instruction
mov a[offset], b
that moves data from the address stored in register a + offset into register b. It might have a another number, say 0x13 instead of 0x12, but in assembly you typically have the same code so you don’t see it there.
You would also have an instruction for putting a constant into a register, and I wouldn’t be surprised if that is also called mov and would have the form
mov a, b
where a is now a constant, i.e. some number, and you put that number in register b. The assembly looks the same, but the instruction might have number 0x14.
Anyway, we could use that to call mult(rect.h, rect.w) instead. Then the code would be
mov 0xaf0de4, r3 ; put the address of rect in r3
; 0x14 0xaf 0x0d 0xe4 0x03
mov r3[0], r1 ; put the value at r3+0 into r1
; 0x13 0x03 0x00 0x01
mov r3[4], r2 ; put the value at r3+4 into r2
; 0x13 0x03 0x04 0x02
call 0x00beef
; 0x10 0x00 0xbe 0xef
If we have these instructions, we could also modify our function mult(a,b) to one that takes a rectangle as input and returns the area
fun area(rect): rect.h * rect.w
The function can get the address of the object as its single argument, where it would go in register r1, and from there it could load rect.h and rect.w to multiply them.
; area(rect) -- address of rect in r1
mov r1[0], r2 ; rect.h -> r2
mov r1[4], r3 ; rect.w -> r3
mul r2, r3, r0 ; rect.h * rect.w -> r0
ret ; return rect.h * rect.w
It gets more complicated than this, but you should have the idea now. Our functions are sequences of such instructions, and the arguments to them, and the result value, is passed back and forth, usually through registers, by some calling convention. If you want to pass a value to a function, you need to put it in the right register (or on the stack, depending on the calling convention), and then the function will operate on it. What it does with the object is entirely software; the hardware doesn’t care that much.
Classes and polymorphism
What then if we want polymorphic methods? If we have a class hierarchy of geometric objects and rect is just one of them, and all of them should have an area method that, when called, is dispatched based on the objects’ class?
When you have polymorphic methods, what you really have is a bunch of different functions. If you call x.area() on an object x that happens to be a circle, then you are really calling circle_area(x), while if x is a rect you are calling rect_area(x). The only thing you need to make this work is having a mechanism for dispatching to the right function call.
Here, again, the details differ (a lot), but a simple solution is to put pointers to the correct function in the objects. If you call x.area() maybe you know that the first element in the memory of x is a pointer to its specific area function. So, instead of calling a function directly, you fetch the address of the function from x and then you call it.
x.area() == (x.area_func)(x)
All objects you can call area() on should have this function, and they should have it at the same offset from the address of the object, and then it can be as simple as that.
This can, of course, be wasteful in memory if your classes have lots of methods. You are storing a pointer to each method in each object (and you also have to spend time on initialising this, so there is additional overhead there as well).
Then another solution can be to add a level of indirection. If the methods are the same for all objects of a class (which they often are, but not for all languages) then you can put the table of methods in a class object and have a single pointer to the class in each object. When you need to get the right function you first get the class and then you get the function from it.
x.area() == (x.class.area_func)(x)
With single inheritance, the tables in the different classes can have different sizes, and it doesn’t get more complicated because of that. With multiple inheritance, it does get more complicated, but that is handled very differently in different languages so it is hard to say anything general about that.
I am creating a Primitive Virtual Machine which is kind of inspired by LC-3 VMs but a 32-bit version. I am feeding the machine set of instructions. After executing the first instruction, how will the PC know the location of the second instruction.
Is there a particular method to store the instructions in memory in a systematic way so that PC knows the address of the next instruction
Example - All instructions are stored in a linear way as in memory[0] = instruction1, memory[1] = instruction2 etc.
Thank you for the help.
It depends on whether your Processor architecture is RISC or CISC. In the context you asked, A CISC processor has instructions whose size vary, say from 1 to 14 bytes, like for Intel processors. If it is RISC, each instruction size is fixed, say 4 byte, like for ARM processors. All the instruction of a program are stored, in sequence, in main memory. It is the processor control unit that decides how much to increment the PC. Instructions from the main memory would be read in sequence.
So say in CISC architecture, a single 8 byte read from main memory, can contain up to 8 '1 byte' instructions, e.g., repetitive 'inc ax' instruction in Intel processors. After sending the first instruction for decode, the control unit will increment PC by 1. But, at other extreme, there could be a instruction like 'add REG , [BASE+INDEX+OFFSET]' , which can take 13 bytes to store all the information (opcode + REG id + base address + index + some offset) that is there in the instruction. For such instruction, two memory read operation would be required to fetch the full instruction. After sending it for decode, the control unit will increment the PC by 13.
For RISC it is simple. Increment PC by size (2,4,...) of instructions.
Only exception is when there is branch. In that case, PC value is reset at usually the execute stage.
Instructions and data are generally grouped (segmented in some processor architecture) and stored separately. A code segment will end with some kind of return or exit instruction. If PC is set to some memory address where data is stored, the control unit of the processor will process it as instruction. After all both data and instructions are nothing but a sequence of bits! The control unit will not be able to differentiate. It is usually the role of OS or programmer (if there is no OS, like on micro-controllers) to prevent such anomaly.
I want to use IM 1 interrupt mode on Z80.
In Interrupt mode 1 processor jumps to 38h address in memory(am I right?) and then continues interrupt. How can I specify this in my code?
I have read about:
defs [,] ds [,] This pseudo
instruction inserts a block of bytes into the code segment
I need some sample source code.
Kind Regards
Rafał R.
First off, I don't have a Z80 in front of me.
Referencing: Z80asm directives
Use org to 'manually' locate a 'function' at a specified address.
So, to write an IM1 handler:
org 0x38
; IM1 handler
ld a, 100 ; ... whatever
ret
Also, I'm not sure of your normal starting address is, but the original Z80s started at location 0. If this is the case you should JMP past the 0x38 handler very early in your code. (You only have 56 bytes to play with)
Happy Coding!
In IM 1, upon spotting a pending interrupt (which is sampled on the rising edge of the last cycle before the end of an opcode; the IRQ line is just sampled, unlike NMI) IFF1 and 2 are cleared and an RST 38h is executed. So you should end up with the PC at 0x38, interrupts disabled and the old program counter on the top of the stack. You'll want to do whatever you have to do to respond to the interrupt, then perform an EI, RET or EI, RETI (there being no difference here because the two IFF flags have the same value following the interrupt acknowledge).
On a Z80 the PC is set to 0 upon power up or reset so probably you already have some control over the code down at that end of memory. Exact syntax depends on your assembler, but you probably want something like:
org 0
; setup initial state here, probably JP somewhere at the end
; possibly squeeze in another routine if you've the space
org 0x38
; respond to interrupt
EI
RET
I have figured out what to do when you are not starting from 0h:
org 1800h
START: ;Do the start, but It can't take more than 38 instructions
LD SP, 0x2000 ;Initialize SP!
JP MAIN ;Continue to rest of the program
ds 0x1838-$,0 ;Allocate block of memory for interrupt handler
INT:
;interrupt sub
LD E, 0
LD A, E
OUT (066), A
EI
RETI
ds 0x1840-$,0 ;Alloc space for the rest of program.
MAIN:
;Rest of program here
As far as you make it like this, processor will put the JP 01838h instruction at the address 038h.
So the handler is right. Also, remember to initialize stack pointer. If you doesnt, you will not be able to return from interrupt handler to program.
I got a question about the ARM BLX instruction, specifically regarding BLX RX instruction. On the ARM manual it states that for BLX label, label should be within the 32MB range. In my code, I set the R0 register to point to address1. The distance between my current address and address1 (the destination address) is about 0x05000000.
When I reach the instruction, it crashes (the code in address1 is ARM so no problems with T-mode). Is there any limit when using absolute values with BLX? Should I use veneers?
Thanks!
You can use any address as the RX register in the form BLX RX. It will perform the actions described in the arm arm.
if ConditionPassed(cond) then
target = Rm
LR = address of instruction after the BLX instruction
CPSR T bit = target[0]
PC = target AND 0xFFFFFFFE
If none of the code, calling or code being called is thumb mode then you are probably fine, make sure in that case the lsbit of the address you give it is a zero. You need to actually have code at 0x05000000 and needs to be code intented to handle a branch-link, meaning it maintains the link register (r14) if it makes more bl style calls. Likewise if you are making this blx call inside a function that was called from someone else you need to preserve r14 before making the blx call and restore r14 and or do whatever to put that value back in r15 (pc) when returning from your function.
A code example or snippets of the disassembly/objdump listing would be useful to further help you solve this problem. the code containing the blx and the code being called.
The limit only applies to the PC-relative branch (with the offset encoded in the instruction), not the register branch.
So the reason of the crash is something else. What is your processor? Do you actually have code at 'address1'? Where exactly does it crash?
I've been messing around with IDA Pro and trying to disassemble my own products just for the sake of it.
I've noticed a couple of things I don't understand because my assembly language knowledge is terrible. Here is a little chunk of code which invokes CGContextSetRGBStrokeColor.
CGContextSetRGBStrokeColor(ctx, 1, 1, 1, 1);
In IDA it looks like this:
I don't understand a number of things:
How does 0x3F800000 relate to the number 1? I assume it is a reference, however I did not get what it refers to.
Why is MOVS being called three times instead of four (because there are four arguments)?
Are R0,R1,R2 etc. CPU registers?
Could someone explaing these:
Some text lines http://a.imageshack.us/img836/4018/gah.png
This file is a Framework (therefore a Mach-O file). That function comes from CoreGraphics.
How does 0x3F800000 relate to the number 1? I assume it is a reference, however I did not get what it refers to.
0x3F800000 is 1.0 in IEEE single precision representation. You could right click on that 0x3F800000 and choose floating point representation to convert it to 1.0.
Why is MOVS being called three times instead of four (because there are four arguments)?
In the standard ARM calling convention, the first 4 arguments are stored in R0 to R3 respectively. The ldr r1, =0x3f800000 instruction already stores the 2nd argument.
Are R0,R1,R2 etc. CPU registers?
Yes.
Could someone explaing these:
Please don't take apart non-consecutive instructions, since the r3 at the 2nd instruction and that in the 3rd are different.
If you check the whole function, you should see that "var_4C" is the address to the variable ctx on stack. Hence,
add r3, sp, #0x50+var_4c
ldr r2, [r3]
just means r2 = ctx. The instruction movs r0, r2 much later put the context as the 1st argument.
Also, in ARM, var_?? is equivalent to the value -0x??. In ARM, the 5th argument and above are stored on the stack at [sp, #0], [sp, #4], etc. Hence, the instruction
ldr r3, =0x3f800000
str r3, [sp, #0] ;// #0x50+var_50 = 0x50 - 0x50 = 0
put the 1.0 on at the 5th argument.