LC 3 Assembly Lab Manual LC3 And Examples
LC3-AssemblyManualAndExamples
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111110001001110010010110100000101100100000011011000101000101100011111110110111101010001100101111000000010001001000011101000010 011000100111000101110000101100100010010100001110101110001010111100010111011001111001101001011010111000100011000011010111110000 000011001100010101001010010011010011010000110110100100111011011001011110001111001010011101001000101001010011101111001110010001 111001001110000110001101111101101101101111100000001100010000001001001010100111010111000010110100110001000011000100110111100101 100111101111010110101111101101010101110011111111100110101101101000000110101110101100100010101010111111101111010111100000110001 101000011011001101001000000010011000001101011010100000010010001111110111110001010110111010011100101000111111101111010111111111 001011000011100010001001110101110000100011111110000100011010101011001000001110110110001100001101101001110110011110000000011001 001000011000001001101011110100110001100000100100011011011100001011100000010011110000010001000010000100000100001001000000111101 000101100101111010101011010000101101110011010110111001010010011010011010111111101000111010001010110100111110110111111000011101 001100001010011111011100111110101001010111001110001001100000000001111101100001000101010111110100111101110010100101000100000100 100011101011001101000101101100100110100001110010101110110101011110110100010110001011000000000100100111000011100011101011111111 110100011010110111001000101000101111001010111100111100111100011011110101100100110100010101010110011111010001000011110100111110 111100111100111101000000010010100111001100101011000110101001010001010001111001110000010010001110010000000110110011000011000101 001111111111100011000101100011011100110110000111010000110101010100001111101101101100010110110110111001110000101001100111001001 011111011101011101110110010101000101111101011011000101110111010001100110001001011001001000000011110001110010110011110100100001 George M. Georgiou and Brian Strader California State University, San Bernardino August 2005 CONTENTS Contents ii List of Code Listings v List of Figures vi Programming in LC-3 vii LC-3 Quick Reference Guide 1 2 x ALU Operations 1.1 Problem Statement . . . . . . . . . . . . . . . . . 1.1.1 Inputs . . . . . . . . . . . . . . . . . . . . 1.1.2 Outputs . . . . . . . . . . . . . . . . . . . 1.2 Instructions in LC-3 . . . . . . . . . . . . . . . . . 1.2.1 Addition . . . . . . . . . . . . . . . . . . 1.2.2 Bitwise AND . . . . . . . . . . . . . . . . 1.2.3 Bitwise NOT . . . . . . . . . . . . . . . . 1.2.4 Bitwise OR . . . . . . . . . . . . . . . . . 1.2.5 Loading and storing with LDR and STR . . 1.3 How to determine whether an integer is even or odd 1.4 Testing . . . . . . . . . . . . . . . . . . . . . . . . 1.5 What to turn in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1–1 1–1 1–1 1–1 1–2 1–2 1–2 1–2 1–3 1–3 1–3 1–3 1–4 Arithmetic functions 2.1 Problem Statement . . . . . . . . . . . . . . 2.1.1 Inputs . . . . . . . . . . . . . . . . . 2.1.2 Outputs . . . . . . . . . . . . . . . . 2.2 Operations in LC-3 . . . . . . . . . . . . . . 2.2.1 Loading and storing with LDI and STI 2.2.2 Subtraction . . . . . . . . . . . . . . 2.2.3 Branches . . . . . . . . . . . . . . . 2.2.4 Absolute value . . . . . . . . . . . . 2.3 Example . . . . . . . . . . . . . . . . . . . . 2.4 Testing . . . . . . . . . . . . . . . . . . . . . 2.5 What to turn in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2–1 2–1 2–1 2–1 2–2 2–2 2–2 2–3 2–3 2–4 2–4 2–4 Revision: 1.17, January 20, 2007 ii . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CONTENTS 3 4 5 6 7 CONTENTS Days of the week 3.1 Problem Statement . . . . . . . . . . . . . . 3.1.1 Inputs . . . . . . . . . . . . . . . . . 3.1.2 Outputs . . . . . . . . . . . . . . . . 3.2 The lab . . . . . . . . . . . . . . . . . . . . 3.2.1 Strings in LC-3 . . . . . . . . . . . . 3.2.2 How to output a string on the display 3.2.3 How to read an input value . . . . . . 3.2.4 Defining the days of the week . . . . 3.3 Testing . . . . . . . . . . . . . . . . . . . . . 3.4 What to turn in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3–1 3–1 3–1 3–1 3–1 3–1 3–2 3–2 3–3 3–4 3–4 Fibonacci Numbers 4.1 Problem Statement 4.1.1 Inputs . . . 4.1.2 Outputs . . 4.2 Example . . . . . . 4.3 Fibonacci Numbers 4.4 Pseudo-code . . . . 4.5 Notes . . . . . . . 4.6 Testing . . . . . . . 4.7 What to turn in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4–1 4–1 4–1 4–1 4–1 4–1 4–2 4–2 4–3 4–3 Subroutines: multiplication, division, modulus 5.1 Problem Statement . . . . . . . . . . . . . 5.1.1 Inputs . . . . . . . . . . . . . . . . 5.1.2 Outputs . . . . . . . . . . . . . . . 5.2 The program . . . . . . . . . . . . . . . . . 5.2.1 Subroutines . . . . . . . . . . . . . 5.2.2 Saving and restoring registers . . . 5.2.3 Structure of the assembly program . 5.2.4 Multiplication . . . . . . . . . . . . 5.2.5 Division and modulus . . . . . . . 5.3 Testing . . . . . . . . . . . . . . . . . . . . 5.4 What to turn in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5–1 5–1 5–1 5–1 5–1 5–1 5–2 5–2 5–3 5–3 5–5 5–5 Faster Multiplication 6.1 Problem Statement . . . . . . . . . . 6.1.1 Inputs . . . . . . . . . . . . . 6.1.2 Outputs . . . . . . . . . . . . 6.2 The program . . . . . . . . . . . . . . 6.2.1 The shift-and-add algorithm . 6.2.2 Examining a single bit in LC-3 6.2.3 The MULT1 subroutine . . . 6.3 Testing . . . . . . . . . . . . . . . . . 6.4 What to turn in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6–1 6–1 6–1 6–1 6–1 6–1 6–2 6–2 6–2 6–2 Compute Day of the Week 7.1 Problem Statement . . . . . 7.1.1 Inputs . . . . . . . . 7.1.2 Outputs . . . . . . . 7.1.3 Example . . . . . . 7.2 Zeller’s formula . . . . . . . 7.3 Subroutines . . . . . . . . . 7.3.1 Structure of program . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7–1 7–1 7–1 7–1 7–1 7–2 7–2 7–2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii . . . . . . . . . CONTENTS 7.4 7.5 8 9 CONTENTS Testing: some example dates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7–3 What to turn in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7–3 Random Number Generator 8.1 Problem Statement . . . . . . . . . . . . . . . . 8.1.1 Inputs and Outputs . . . . . . . . . . . . 8.2 Linear Congruential Random Number Generators 8.3 How to output numbers in decimal . . . . . . . . 8.3.1 A rudimentary stack . . . . . . . . . . . 8.4 Testing . . . . . . . . . . . . . . . . . . . . . . . 8.5 What to turn in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8–1 8–1 8–1 8–1 8–2 8–3 8–3 8–3 Recursive subroutines 9.1 Problem Statement . . . . . . . . . . . . . . . . . 9.1.1 Inputs . . . . . . . . . . . . . . . . . . . . 9.1.2 Output . . . . . . . . . . . . . . . . . . . 9.2 Recursive Subroutines . . . . . . . . . . . . . . . 9.2.1 The Fibonacci numbers . . . . . . . . . . . 9.2.2 Factorial . . . . . . . . . . . . . . . . . . 9.2.3 Catalan numbers . . . . . . . . . . . . . . 9.2.4 The recursive square function. . . . . . . . 9.3 Stack Frames . . . . . . . . . . . . . . . . . . . . 9.4 The McCarthy 91 function: an example in LC-3 . . 9.4.1 Definition . . . . . . . . . . . . . . . . . . 9.4.2 Some facts about the McCarthy 91 function 9.4.3 Implementation of McCarthy 91 in LC-3 . 9.5 Testing . . . . . . . . . . . . . . . . . . . . . . . . 9.6 What to turn in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9–1 9–1 9–1 9–1 9–1 9–1 9–1 9–2 9–2 9–3 9–5 9–5 9–5 9–5 9–7 9–7 iv LIST OF CODE LISTINGS 1 1.1 1.2 1.3 1.4 1.5 1.6 2.1 2.2 2.3 2.4 2.5 2.6 3.1 3.2 4.1 4.2 5.1 5.2 5.3 5.4 5.5 6.1 7.1 8.1 8.2 8.3 8.4 9.1 9.2 9.3 9.4 9.5 9.6 9.7 “Hello World!” in LC-3. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The ADD instruction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The AND instruction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The NOT instruction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Implementing the OR operation. . . . . . . . . . . . . . . . . . . . . . . . . . Loading and storing examples. . . . . . . . . . . . . . . . . . . . . . . . . . . Determining whether a number is even or odd. . . . . . . . . . . . . . . . . . . Loading into a register. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Storing a register. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Subtraction: 5 − 3 = 2. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Condition bits are set. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Branch if result was zero. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Absolute value. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Days of the week data. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Display the day. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Pseudo-code for computing the Fibonacci number Fn iteratively . . . . . . . . Pseudo-code for computing the largest n = N such that FN can be held in 16 bits A subroutine for the function f (n) = 2n + 3. . . . . . . . . . . . . . . . . . . . Saving and restoring registers R5 and R6. . . . . . . . . . . . . . . . . . . . . General structure of assembly program. . . . . . . . . . . . . . . . . . . . . . Pseudo-code for multiplication. . . . . . . . . . . . . . . . . . . . . . . . . . . Pseudo-code for integer division and modulus. . . . . . . . . . . . . . . . . . . The shift-and-add multiplication. . . . . . . . . . . . . . . . . . . . . . . . . . Structure of the program. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Generating 20 random numbers using Schrage’s method. . . . . . . . . . . . . Displaying a digit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Output a decimal number. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The code for the stack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The pseudo-code for the recursive version of the Fibonacci numbers function. . The pseudo-code for the algorithm that implements recursive subroutines. . . . The pseudo-code for the recursive McCarthy 91 function. . . . . . . . . . . . . The pseudo-code for the McCarthy 91 recursive subroutine. . . . . . . . . . . . The program that calls the McCarthy 91 subroutine. . . . . . . . . . . . . . . . The stack subroutines PUSH and POP. . . . . . . . . . . . . . . . . . . . . . . The McCarthy 91 subroutine . . . . . . . . . . . . . . . . . . . . . . . . . . . Revision: 1.17, January 20, 2007 v . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . vii 1–2 1–3 1–3 1–3 1–4 1–4 2–2 2–2 2–2 2–3 2–3 2–4 3–3 3–3 4–2 4–3 5–2 5–3 5–3 5–4 5–4 6–2 7–3 8–2 8–2 8–3 8–4 9–2 9–4 9–5 9–7 9–8 9–9 9–9 LIST OF FIGURES 1 LC-3 memory map: the various regions. . . . . . . . . . . . . . . . . . . . . . . . 1.1 1.2 Example run. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1–4 The steps taken during the execution of the instruction LEA R2, xFF. . . . . . . . 1–5 2.1 2.2 2.3 2.4 The versions of the BR instruction. . . . . . . . . . . . . . . . . . . . . . The steps taken during the execution of the instruction LDI R1, X. . . . . The steps taken during the execution of the instruction STI R2, Y. . . . . Decimal numbers with their corresponding 2’s complement representation 3.1 The string ”Sunday” in assembly and its corresponding binary representation . . . 3–2 4.1 4.2 Contents of memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4–2 Fibonacci numbers table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4–4 5.1 5.2 The steps taken during execution of JSR. . . . . . . . . . . . . . . . . . . . . . . 5–2 Input parameters and returned results for DIV. . . . . . . . . . . . . . . . . . . . . 5–4 6.1 Shift-and-add multiplication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6–1 8.1 Sequences of random numbers generated for various seeds x0 . . . . . . . . . . . . 8–4 9.1 9.2 9.3 9.4 9.5 9.6 9.7 The first few values of f (n) = n!. . . . . . . . . . . . . . . . . . . . . . . . . . . . The first few Catalan numbers Cn . . . . . . . . . . . . . . . . . . . . . . . . . . . Some values of square(n). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The structure of the stack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . A typical frame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stack size in frames during execution. . . . . . . . . . . . . . . . . . . . . . . . . Table that shows how many times the function M(n) is executed before it returns the value for various n. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Maximum size of stack in terms of frames for n. . . . . . . . . . . . . . . . . . . . 9.8 Revision: 1.17, January 20, 2007 vi . . . . . . . . . . . . . . . . . . . . ix 2–3 2–5 2–5 2–6 9–2 9–2 9–3 9–3 9–4 9–6 9–6 9–8 Programming in LC-3 Parts of an LC-3 Program 1 ; LC−3 Program t h a t d i s p l a y s 2 ; ” H e l l o World ! ” t o t h e c o n s o l e 3 .ORIG x3000 4 LEA R0 , HW ; l o a d a d d r e s s o f s t r i n g 5 PUTS ; output s t r i n g to console 6 HALT ; end p r o g r a m 7 HW .STRINGZ ” H e l l o World ! ” 8 .END Listing 1: “Hello World!” in LC-3. The above listing is a typical hello world program written in LC-3 assembly language. The program outputs “Hello World!” to the console and quits. We will now look at the composition of this program. Lines 1 and 2 of the program are comments. LC-3 uses the semi-colon to denote the beginning of a comment, the same way C++ uses “//” to start a comment on a line. As you probably already know, comments are very helpful in programming in high-level languages such as C++ or Java. You will find that they are even more necessary when writing assembly programs. For example in C++, the subtraction of two numbers would only take one statement, while in LC-3 subtraction usually takes three instructions, creating a need for further clarity through commenting. Line 3 contains the .ORIG pseudo-op. A pseudo-op is an instruction that you can use when writing LC-3 assembly programs, but there is no corresponding instruction in LC-3’s instruction set. All pseudo-ops start with a period. The best way to think of pseudo-ops are the same way you would think of preprocessing directives in C++. In C++, the #include statement is really not a C++ statement, but it is a directive that helps a C++ complier do its job. The .ORIG pseudo-op, with its numeric parameter, tells the assembler where to place the code in memory. Memory in LC-3 can be thought of as one large 16-bit array. This array can hold LC-3 instructions or it can hold data values that those instructions will manipulate. The standard place for code to begin at is memory location x3000. Note that the “x” in front of the number indicates it is in hexadecimal. This means that the “.ORIG x3000” statement will put “LEA R0, HW” in memory location x3000, “PUTS” will go into memory location x3001, “HALT” into memory location x3002, and so on until the entire program has been placed into memory. All LC-3 programs begin with the .ORIG pseudo-op. Lines 4 and 5 are LC-3 instructions. The first instruction, loads the address of the “Hello World!” Revision: 1.17, January 20, 2007 vii Programming in LC-3 string and the next instruction prints the string to the console. It is not important to know how these instructions actually work right now, as they will be covered in the labs. Line 6 is the HALT instruction. This instruction tells the LC-3 simulator to stop running the program. You should put this in the spot where you want to end your program. Line 7 is another pseudo-op .STRINGZ. After the main program code section, that was ended by HALT, you can use the pseudo-ops, .STRINGZ, .FILL, and .BLKW to save space for data that you would like to manipulate in the program. This is a similar idea to declaring variables in C++. The .STRINGZ pseudo-op in this program saves space in memory for the “Hello World!” string. Line 8 contains the .END pseudo-op. This tells the assembler that there is no more code to assemble. This should be the very last instruction in your assembly code file. .END can be sometimes confused with the HALT instruction. HALT tells the simulator to stop a program that is running. .END indicates where the assembler should stop assembling your code into a program. Syntax of an LC-3 Instruction Each LC-3 instruction appears on line of its own and can have up to four parts. These parts in order are the label, the opcode, the operands, and the comment. Each instruction can start with a label, which can be used for a variety of reasons. One reason is that it makes it easier to reference a data variable. In the hello world example, line 7 contains the label “HW.” The program uses this label to reference the “Hello World!” string. Labels are also used for branching, which are similar to labels and goto’s in C++. Labels are optional and if an instruction does not have a label, usually empty space is left where one would be. The second part of an instruction is the opcode. This indicates to the assembler what kind of instruction it will be. For example in line 4, LEA indicates that the instruction is a load effective address instruction. Another example would be ADD, to indicate that the instruction is an addition instruction. The opcode is mandatory for any instruction. Operands are required by most instructions. These operands indicate what data the instruction will be manipulating. The operands are usually registers, labels, or immediate values. Some instructions like HALT do not require operands. If an instruction uses more than one operand like LEA in the example program, then they are separated by commas. Lastly an instruction can also have a comment attached to it, which is optional. The operand section of an instruction is separated from the comment section by a semicolon. LC-3 Memory LC-3 memory consists of 216 locations, each being 16 bits wide. Each location is identified with an address, a positive integer in the range 0 through 216 − 1. More often we use 4-digit hexadecimal numbers for the addresses. Hence, addresses range from x0000 to xFFFF. The LC-3 memory with its various regions is shown in figure 1 on page ix. viii Programming in LC-3 x0000 Key x1000 x0000 − x00FF Trap Vector Table x2000 x0100 − x01FF Interrupt Vector Table x3000 x0200 − x2FFF OS and Supervisor Stack x4000 x3000 − xFDFF User Program Area x5000 xFE00 − xFFFF Device Register Addresses x6000 x7000 x8000 x9000 xA000 xB000 xC000 xD000 xE000 xF000 xFFFF Figure 1: LC-3 memory map: the various regions. ix LC-3 Quick Reference Guide LC3 Quick Reference Guide Instruction Set Op ADD Format ADD DR, SR1, SR2 ADD DR, SR1, imm5 Description Adds the values in SR1 and SR2/imm5 and sets DR to that value. Performs a bitwise and on the values in SR1 and SR2/imm5 and sets DR to the result. AND AND DR, SR1, SR2 AND DR, SR1, imm5 BR BR(n/z/p) LABEL Note: (n/z/p) means any combination of those letters can appear there, but must be in that order. Branch to the code section indicated by LABEL, if the bit indicated by (n/z/p) has been set by a previous instruction. n: negative bit, z: zero bit, p: positive bit. Note that some instructions do not set condition codes bits. JMP JMP SR1 JSR JSR LABEL JSRR JSSR SR1 Unconditionally jump to the instruction based upon the address in SR1. Put the address of the next instruction after the JSR instruction into R7 and jump to the subroutine indicated by LABEL. Similar to JSR except the address stored in SR1 is used instead of using a LABEL. LD LD DR, LABEL LDI LDI DR, LABEL LDR LDR DR, SR1, offset6 LEA LEA DR, LABEL NOT NOT DR, SR1 Performs a bitwise not on SR1 and stores the result in DR. RET RET Return from a subroutine using the value in R7 as the base address. Load the value indicated by LABEL into the DR register. Load the value indicated by the address at LABEL’s memory location into the DR register. Load the value from the memory location found by adding the value of SR1 to offset6 into DR. Load the address of LABEL into DR. x Example ADD R1, R2, #5 The value 5 is added to the value in R2 and stored in R1. AND R0, R1, R2 A bitwise and is preformed on the values in R1 and R2 and the result stored in R0. BRz LPBODY Branch to LPBODY if the last instruction that modified the condition codes resulted in zero. BRnp ALT1 Branch to ALT1 if last instruction that modified the condition codes resulted in a positive or negative (non-zero) number. JMP R1 Jump to the code indicated by the address in R1. JSR POP Store the address of the next instruction into R7 and jump to the subroutine POP. JSSR R3 Store the address of the next instruction into R7 and jump to the subroutine indicated by R3’s value. LD R2, VAR1 Load the value at VAR1 into R2. LDI R3, ADDR1 Suppose ADDR1 points to a memory location with the value x3100. Suppose also that memory location x3100 has the value 8. 8 then would be loaded into R3. LDR R3, R4, #-2 Load the value found at the address (R4 –2) into R3. LEA R1, DATA1 Load the address of DATA1 into R1. NOT R0, R1 A bitwise not is preformed on R1 and the result is stored in R0. RET Equivalent to JMP R7. LC-3 Quick Reference Guide RTI RTI ST ST SR1, LABEL STI STI SR1, LABEL STR STR SR1, SR2, offset6 TRAP TRAP trapvector8 Return from an interrupt to the code that was interrupted. The address to return to is obtained by popping it off the supervisor stack, which is automatically done by RTI. Store the value in SR1 into the memory location indicated by LABEL. Store the value in SR1 into the memory location indicated by the value that LABEL’s memory location contains. The value in SR1 is stored in the memory location found by adding SR2 and offest6 together. Performs the trap service specified by trapvector8. Each trapvector8 service has its own assembly instruction that can replace the trap instruction. RTI Note: RTI can only be used if the processor is in supervisor mode. ST R1, VAR3 Store R1’s value into the memory location of VAR3. STI R2, ADDR2 Suppose ADDR2’s memory location contains the value x3101. R2’s value would then be stored into memory location x3101. STR R2, R1, #4 The value of R2 is stored in memory location (R1 + 4). TRAP x25 Calls a trap service to end the program. The assembly instruction HALT can also be used to replace TRAP x25. Symbol Legend Symbol SR1, SR2 DR imm5 Description Source registers used by instruction. Destination register that will hold the instruction’s result. Immediate value with the size of 5 bits. Symbol LABEL trapvector8 offset6 Description Label used by instruction. 8 bit value that specifies trap service routine. Offset value with the size of 6 bits. TRAP Routines Trap Vector x20 Equivalent Assembly Instruction GETC x21 x22 OUT PUTS x23 IN x24 PUTSP x25 HALT Pseudo-op .ORIG Format .ORIG # .FILL .BLKW .STRINGZ .END .FILL # .BLKW # .STRINGZ “” .END Description Read one input character from the keyboard and store it into R0 without echoing the character to the console. Output character in R0 to the console. Output null terminating string to the console starting at address contained in R0. Read one input character from the keyboard and store it into R0 and echo the character to the console. Same as PUTS except that it outputs null terminated strings with two ASCII characters packed into a single memory location, with the low 8 bits outputted first then the high 8 bits. Ends a user’s program. Pseudo-ops Description Tells the LC-3 simulator where it should place the segment of code starting at address #. Place value # at that code line. Reserve # memory locations for data at that line of code. Place a null terminating string starting at that location. Tells the LC-3 assembler to stop assembling your code. xi LC-3 Quick Reference Guide xii LAB 1 ALU Operations 1.1 Problem Statement The numbers X and Y are found at locations x3100 and x3101, respectively. Write an LC-3 assembly language program that does the following. • Compute the sum X +Y and place it at location x3102. • Compute X AND Y and place it at location x3103. • Compute X OR Y and place it at location x3104. • Compute NOT(X) and place it at location x3105. • Compute NOT(Y ) and place it at location x3106. • Compute X + 3 and place it at location x3107. • Compute Y − 3 and place it at location x3108. • If the X is even, place 0 at location x3109. If the number is odd, place 1 at the same location. The operations AND, OR, and NOT are bitwise. The operation signified by + is the usual arithmetic addition. 1.1.1 Inputs The numbers X and Y are in locations x3100 and x3101, respectively: x3100 x3101 1.1.2 X Y Outputs The outputs at their corresponding locations are as follows: Revision: 1.12, January 20, 2007 1–1 LAB 1 1.2. INSTRUCTIONS IN LC-3 x3102 x3103 x3104 x3105 x3106 x3107 x3108 x3109 X +Y X AND Y X OR Y NOT(X) NOT(Y ) X +3 Y −3 Z ( 0 Z= 1 if X is even if X is odd. where Z is defined as 1.2 (1.1) Instructions in LC-3 LC-3 has available these ALU instructions: ADD (arithmetic addition), AND (bitwise and), NOT (bitwise not). 1.2.1 Addition Adding two integers is done using the ADD instruction. In listing 1.1, the contents of registers R1 and R2 and added and the result is placed in R3. Note the values of integers can be negative as well, since they are in two’s complement format. ADD also comes in immediate version, where the second operand can be a constant integer. For example, we can use it to add 4 to register R1 and place the result in register R3. See listing 1.1. The constant is limited to 5 bits two’s complement format. Note, as with all other ALU instructions, the same register can serve both as a source operand and the destination register. 1 2 3 4 5 6 7 8 ; Adding two r e g i s t e r s ADD R3 , R1 , R2 ; R3 ← R1 + R2 ; Adding a r e g i s t e r and a c o n s t a n t ADD R3 , R1 , #4 ; R3 ← R1 + 4 ; Adding a r e g i s t e r and a n e g a t i v e c o n s t a n t ADD R3 , R1 , #−4 ; R3 ← R1 − 4 ; Adding a r e g i s t e r t o i t s e l f ADD R1 , R1 , R1 ; R1 ← R1 + R1 Listing 1.1: The ADD instruction. 1.2.2 Bitwise AND Two registers can be bitwise ANDed using the AND instruction, as in listing 1.2 on page 1–3. AND also comes in the immediate version. Note that an immediate operand can be given in hexadecimal form using x followed by the number. 1.2.3 Bitwise NOT The bits of a register can be inverted (flipped) using the bitwise NOT instruction, as in listing 1.3 on page 1–3. 1–2 LAB 1 1.3. HOW TO DETERMINE WHETHER AN INTEGER IS EVEN OR ODD 1 ; Anding two r e g i s t e r s 2 AND R3 , R1 , R2 ; R3 ← R1 AND R2 3 ; Anding a r e g i s t e r and a c o n s t a n t 4 ADD R3 , R1 , xA ; R3 ← R1 AND 0000000000001010 Listing 1.2: The AND instruction. 1 ; 2 I n v e r t i n g t h e b i t s o f r e g i s t e r R1 NOT R2 , R1 ; R2 ← NOT( R1 ) Listing 1.3: The NOT instruction. 1.2.4 Bitwise OR LC-3 does not provide the bitwise OR instruction. We can use, however, AND and NOT to built it. For this purpose, we make use of De Morgan’s rule: X OR Y = NOT(NOT(X) AND NOT(Y )). See listing 1.4. 1 ; ORing two r e g i s t e r s 2 NOT R1 , R1 3 NOT R2 , R2 4 AND R3 , R1 , R2 5 NOT R3 , R3 ; ; ; ; R1 R2 R3 R3 ← ← ← ← NOT( R1 ) NOT( R2 ) NOT( R1 ) AND NOT( R2 ) R1 OR R2 Listing 1.4: Implementing the OR operation. 1.2.5 Loading and storing with LDR and STR The instruction LDR can be used to load the contents of a memory location into a register. Knowing that X and Y are at locations x3100 and x3101, respectively, we can use the code in listing 1.5 on page 1–4 to load them in registers R1 and R3, respectively. In the same figure one can see how the instruction STR is used store the contents of a register to a memory location. The instruction LEA R2, Offset loads register R2 with the address (PC + 1 + Offset), where PC is the address of the instruction LEA and Offset is a numerical value, i.e. the immediate operand. Figure 1.2 on page 1–5 shows the steps it takes to execute the LEA R2, xFF instruction. If instead of a numerical value, a label is given, such as in instruction LEA R2, LABEL , then the value of the immediate operand, i.e. the offset, is automatically computed so that R2 is loaded with the address of the instruction with label LABEL. 1.3 How to determine whether an integer is even or odd In binary, when a number is even it ends with a 0, and when it is odd, it ends with a 1. We can obtain 0 or 1, correspondingly, by using the AND instruction as in listing 1.6 on page 1–4. This method is valid for numbers in two’s complement format, which includes negative numbers. 1.4 Testing Test your program for several input pairs of X and Y . In figure 1.1 on page 1–4 an example is shown of how memory should look after the program is run. The contents of memory are shown in decimal, 1–3 LAB 1 1 2 3 4 5 6 7 8 9 10 11 12 13 1.5. WHAT TO TURN IN ; V a l u e s X and Y a r e l o a d e d i n t o r e g i s t e r s R1 and R3. .ORIG x3000 ; A d d r e s s where p r o g r a m c o d e b e g i n s ; R2 i s l o a d e d w i t h t h e b e g i n n i n g a d d r e s s o f t h e d a t a LEA R2 , xFF ; R2 ← x3000 + x1 + xFF ( = x3100 ) ; X, which i s l o c a t e d a t x3100 , i s l o a d e d i n t o R1 LDR R1 , R2 , x0 ; R1 ← MEM[ x3100 ] ; Y, which i s l o c a t e d a t x3101 , i s l o a d e d i n t o R3 LDR R3 , R2 , x1 ; R3 ← MEM[ x3100 + x1 ] ... ; S t o r i n g 5 i n memory l o c a t i o n x3101 AND R4 , R4 , x0 ; C l e a r R4 ADD R4 , R4 , x5 ; R4 ← 5 STR R4 , R2 , x1 ; MEM[ x3100 + x1 ] ← R4 Listing 1.5: Loading and storing examples. AND R2 , R1 , x0001 ; R2 h a s t h e v a l u e o f t h e l e a s t ; s i g n i f i c a n t b i t o f R1. 1 2 Listing 1.6: Determining whether a number is even or odd. hexadecimal, and binary format. Address x3100 x3101 x3102 x3103 x3104 x3105 x3106 x3107 x3108 x3108 Decimal 9 -13 -4 1 -5 65526 12 12 -16 1 Hex 0009 FFF3 FFFC 0001 FFFB FFF6 000C 000C FFF0 0001 Binary 0000 0000 0000 1001 1111 1111 1111 0011 1111 1111 1111 1100 0000 0000 0000 0001 1111 1111 1111 1011 1111 1111 1111 0110 0000 0000 0000 1100 0000 0000 0000 1100 1111 1111 1111 0000 0000 0000 0000 0001 Contents X Y X +Y X AND Y X OR Y NOT(X) NOT(Y ) X +3 Y −3 z Figure 1.1: Example run. 1.5 What to turn in • A hardcopy of the assembly source code. • Electronic version of the assembly code. • For each of the (X,Y ) pairs (10, 20), (−11, 15), (11, −15), (9, 12), screenshots that show the contents of location x3100 through x3108. 1–4 LAB 1 1.5. WHAT TO TURN IN Step 2 Step 1 PC 3000 x3001 LEA R2, xFF ... R2 0 0 Initial State of LC3 Simulator x3002 ... Step 4 PC LEA R2, xFF x3001 Use PC to get instruction at x3000 and load it into IR. Step 3 IR x3000 LEA R2, xFF IR x3002 R2 3001 Memory 3000 x3000 LEA R2, xFF IR 0 PC Memory PC Memory 3001 x3000 LEA R2, xFF x3001 IR x3002 LEA R2, xFF ... R2 R2 0 3100 Increment PC for the next instruction. Memory x3000 LEA R2, xFF x3001 x3002 ... Execute LEA in IR by adding PC and the offset and storing the result into R2. Figure 1.2: The steps taken during the execution of the instruction LEA R2, xFF. 1–5 LAB 2 Arithmetic functions 2.1 Problem Statement The numbers X and Y are found at locations x3120 and x3121, respectively. Write a program in LC-3 assembly language that does the following: • Compute the difference X −Y and place it at location x3122. • Place the absolute values |X| and |Y | at locations x3123 and x3124, respectively. • Determine which of |X| and |Y | is larger. Place 1 at location x3125 if |X| is, a 2 if |Y | is, or a 0 if they are equal. 2.1.1 Inputs The integers X and Y are in locations x3120 and x3121, respectively: x3120 x3121 2.1.2 X Y Outputs The outputs at their corresponding locations are as follows: x3122 x3123 x3124 x3125 X −Y |X| |Y | Z where Z is defined as 1 Z= 2 0 Revision: 1.11, January 26, 2007 if |X| − |Y | > 0 if |X| − |Y | < 0 if |X| − |Y | = 0 2–1 (2.1) LAB 2 2.2 2.2.1 2.2. OPERATIONS IN LC-3 Operations in LC-3 Loading and storing with LDI and STI In the previous lab, loading and storing was done using the LDR and STR instructions. In this lab, the similar but distinct instructions LDI and STI will be used. Number X already stored at location x3120 can be loaded into a register, say, R1 as in listing 2.1. The Load Indirect instruction, LDI, is used. The steps taken to execute LDI R1, X are shown in figure 2.2 on page 2–5. LDI R1 , X ... ... HALT ... . F I L L x3120 1 2 3 4 5 6 X Listing 2.1: Loading into a register. In listing 2.2, the contents of register R2 are stored at location x3121. The instruction Store Indirect, STI, is used. The steps taken to execute STI R2, Y instruction are shown in figure 2.3 on page 2–5. STI R2 , Y ... ... HALT ... . F I L L x3121 1 2 3 4 5 6 Y Listing 2.2: Storing a register. 2.2.2 Subtraction LC-3 does not provide a subtraction instruction. However, we can build one using existing instructions. The idea here is to negate the subtrahend1 , which is done by taking its two complement, and then adding it to the minuend. As an example, in listing 2.3 the result of the subtraction 5 − 3 = 5 + (−3) = 2 is placed in register R3. It is assumed that 5 and 3 are already in registers R1 and R2, respectively. 1 2 3 4 5 6 7 ; ; ; ; R e g i s t e r R1 h a s 5 and r e g i s t e r R2 h a s 3 R4 i s u s e d a s a t e m p o r a r y r e g i s t e r . R2 c o u l d h a v e b e e n u s e d i n t h e p l a c e o f R4 , b u t t h e o r i g i n a l c o n t e n t s o f R2 would h a v e b e e n l o s t . The r e s u l t o f 5−3=2 g o e s i n t o R3. NOT R4 , R2 ADD R4 , R4 , #1 ; R4 ← −R2 ADD R3 , R1 , R4 ; R3 ← R1 − R2 Listing 2.3: Subtraction: 5 − 3 = 2. 1 Subtrahend is a quantity which is subtracted from another, the minuend. 2–2 LAB 2 2.2.3 2.2. OPERATIONS IN LC-3 Branches The usual linear flow of executing instructions can be altered by using branches. This enables us to choose code fragments to execute and code fragments to ignore. Many branch instructions are conditional which means that the branch is taken only if a certain condition is satisfied. For example the instruction BRz TARGET means the following: if the result of a previous instruction was zero, the next instruction to be executed is the one with label TARGET. If the result was not zero, the instruction that follows BRz TARGET is executed and execution continues as normal. The exact condition for a branch instructions depends on three Condition Bits: N (negative), Z (zero), and P (positive). The value (0 or 1) of each condition bit is determined by the nature of the result that was placed in a destination register of an earlier instruction. For example, in listing 2.4 we note that at the execution of the instruction BRz LABEL N is 0, and therefore the branch is not taken. ... AND R1 , R1 , x0 ADD R2 , R1 , x1 BRz LABEL ... ... 1 2 3 4 5 6 LABEL ; S i n c e R1 ← 0 , N = 0 , Z = 1 , P = 0 ; S i n c e R2 ← 1 , N = 0 , Z = 0 , P = 1 Listing 2.4: Condition bits are set. Table figure 2.1 shows a list of the available versions of the branch instruction. As an example BR BRz BRn BRp branch unconditionally branch if result was zero branch if result was negative branch is result was positive BRnz BRnp BRzp BRnzp branch if result was negative or zero branch if result was negative or positive branch if result was zero or positive branch unconditionally Figure 2.1: The versions of the BR instruction. consider the code fragment in listing 2.5. The next instruction after the branch instruction to be executed will be the ADD instruction, since the result placed in R2 was 0, and thus bit Z was set. The NOT instruction, and the ones that follow it up to the instruction before the ADD will never be executed. 1 AND 2 BRz 3 NOT 4 ... 5 ... 6 TARGET ADD 7 ... R2 , R5 , x0 ; r e s u l t p l a c e d i n R2 i s z e r o TARGET ; B r a n c h i f r e s u l t was z e r o ( i t was ) R1 , R3 R5 , R1 , R2 Listing 2.5: Branch if result was zero. 2.2.4 Absolute value The absolute value of an integer X is defined as follows: ( X if X ≥ 0 |X| = −X if X < 0. 2–3 (2.2) LAB 2 2.3. EXAMPLE One way to implement absolute value is seen in listing 2.6. 1 ; Input : R1 h a s v a l u e 2 ; O u t p u t : R2 h a s v a l u e 3 ADD R2 , R1 , #0 4 BRzp ZP 5 NOT R2 , R2 6 ADD R2 , R2 , #1 7 ZP ... 8 ... X. |X | . ; R2 ← R1 , c a n now u s e c o n d i t i o n c o d e s ; I f z e r o o r p o s i t i v e , do n o t n e g a t e ; R2 = −R1 ; At t h i s p o i n t R2 = | R1 | Listing 2.6: Absolute value. 2.3 Example At the end of a run, the memory locations of interest might look like this: x3120 x3121 x3122 x3123 x3124 x3125 2.4 9 -13 22 9 13 2 Testing Test your program for these X and Y pairs: X 10 13 -10 10 -12 Y 12 10 12 -12 -12 Figure 2.4 on page 2–6 is table that shows the binary representations the integers -32 to 32, that can helpful in testing. 2.5 What to turn in • A hardcopy of the assembly source code. • Electronic version of the assembly code. • For each of the (X,Y ) pairs (10, 20), (−11, 15), (11, −15), (12, 12), screenshots that show the contents of location x3120 through x3125. 2–4 LAB 2 2.5. WHAT TO TURN IN Step 1 MAR R1 0 Addr X MAR 3120 X Addr MDR 0 Step 2 Memory R1 0 ... x311F MDR x3121 R1 0 MAR 3120 MDR 3120 Step 4 3120 R1 17 ... x311F x3120 x311F x3120 17 Value 3120 is loaded from memory and copied to MDR. Memory Addr X ... x3121 Instruction loads MAR with X’s Address. Use MAR to access memory. Step 3 3120 X Addr 3120 17 x3120 Memory Addr X 17 MAR 3120 MDR 17 x3121 Memory Addr X 3120 ... x311F x3120 17 x3121 Copy MDR to MAR. Value 17 is loaded into MDR from memory. Use MAR to access memory. Copy MDR to R1. Figure 2.2: The steps taken during the execution of the instruction LDI R1, X. Step 1 MAR R2 82 Addr Y MAR 3121 Y Addr MDR 0 Step 2 Memory R2 82 ... x3120 MDR x3122 R2 82 MAR 3121 MDR 3121 ... x3121 Step 4 3121 R2 82 x3120 x3121 MAR 3121 MDR 82 Memory Addr Y 3121 ... x3120 x3121 82 x3122 x3122 Copy MDR to MAR. x3120 Value 3121 is loaded from memory and copied to MDR. Memory Addr Y ... x3122 Instruction loads MAR with Addr Y’s Address. Use MAR to access memory. Step 3 3121 Y Addr 3121 x3121 Memory Addr Y Copy value 82 from R2 to MDR. Use MAR to access memory. Store MDR’s value into memory. Figure 2.3: The steps taken during the execution of the instruction STI R2, Y. 2–5 LAB 2 2.5. WHAT TO TURN IN Decimal 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 2’s Complement 0000000000000000 0000000000000001 0000000000000010 0000000000000011 0000000000000100 0000000000000101 0000000000000110 0000000000000111 0000000000001000 0000000000001001 0000000000001010 0000000000001011 0000000000001100 0000000000001101 0000000000001110 0000000000001111 0000000000010000 0000000000010001 0000000000010010 0000000000010011 0000000000010100 0000000000010101 0000000000010110 0000000000010111 0000000000011000 0000000000011001 0000000000011010 0000000000011011 0000000000011100 0000000000011101 0000000000011110 0000000000011111 0000000000100000 Decimal -0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20 -21 -22 -23 -24 -25 -26 -27 -28 -29 -30 -31 -32 2’s Complement 0000000000000000 1111111111111111 1111111111111110 1111111111111101 1111111111111100 1111111111111011 1111111111111010 1111111111111001 1111111111111000 1111111111110111 1111111111110110 1111111111110101 1111111111110100 1111111111110011 1111111111110010 1111111111110001 1111111111110000 1111111111101111 1111111111101110 1111111111101101 1111111111101100 1111111111101011 1111111111101010 1111111111101001 1111111111101000 1111111111100111 1111111111100110 1111111111100101 1111111111100100 1111111111100011 1111111111100010 1111111111100001 1111111111100000 Figure 2.4: Decimal numbers with their corresponding 2’s complement representation 2–6 LAB 3 Days of the week 3.1 Problem Statement • Write a program in LC-3 assembly language that keeps prompting for an integer in the range 0-6, and each time it outputs the corresponding name of the day. If a key other than ’0’ through ’6’ is pressed, the program exits. 3.1.1 Inputs At the prompt “Please enter number: ,” a key is pressed. 3.1.2 Outputs If the key pressed is ’0’ through ’6’, the corresponding name of the day of the week appears on the screen. Precisely, the correspondence is according to this table: Code 0 1 2 3 4 5 6 Day Sunday Monday Tuesday Wednesday Thursday Friday Saturday When the day is displayed, the prompt “Please enter number: ” appears again and the program expects another input. If any key other that ’0’ through ’6’ is pressed, the program exits. 3.2 3.2.1 The lab Strings in LC-3 It will be necessary to define the prompt “Please enter number: ” and the days of the week as strings in memory. All strings should terminate with the NUL character (ASCII 0). In LC-3 one character per memory location is stored. Each location is 16 bits wide. The 8 most significant bits are 0, while the 8 least significant bits hold the ASCII value of the character. Strings terminated with the NUL character can be conveniently defined using the directive .STRINGZ ”ABC” , where Revision: 1.6, August 4, 2005 3–1 LAB 3 3.2. THE LAB “ABC” is any alphanumeric string. It automatically appends the NUL character to the string. As an example, a string defined in assembly language and the corresponding contents of memory are shown in figure 3.1. x3100 x3101 x3102 x3103 x3104 x3105 x3106 .ORIG x3100 .STRINGZ ” Sunday ” 1 2 0053 0075 006 e 0064 0061 0079 0000 ; S ; u ; n ; d ; a ; y ; NUL Figure 3.1: The string ”Sunday” in assembly and its corresponding binary representation 3.2.2 How to output a string on the display To output is a string on the screen, one needs to place the beginning address of the string in register R0, and then call the PUTS assembly command, which is another name for the instruction TRAP x22 . For example, to output “ABC”, one can do the following: 1 2 3 4 5 6 ABCLBL 7 LEA R0 , ABCLBL ; Loads a d d r e s s o f ABC s t r i n g i n t o R0 PUTS ... HALT ... .STRINGZ ”ABC” ... The PUTS command calls a system trap routine which outputs the NUL terminated string the address of its first character is found in register R0. 3.2.3 How to read an input value The assembly command GETC , which is another name for TRAP x20 , reads a single character from the keyboard and places its ASCII value in register R0. The 8 most significant bits of R0 are cleared. There is no echo of the read character. For example, one may use the following code to read a single numerical character, 0 through 9, and place its value in register R3: 1 2 3 4 5 GETC ADD R3 , ADD R3 , ADD R3 , ADD R3 , ; R0 , R3 , R3 , R3 , Place x0 ; #−16 ; #−16 #−16 ; ASCII v a l u e o f i n p u t c h a r a c t e r i n t o R0 Copy R0 i n t o R3 S u b t r a c t 4 8 , t h e ASCII v a l u e o f 0 R3 now c o n t a i n s t h e a c t u a l v a l u e Notice that it was necessary to use three instructions to subtract 48, since the maximum possible value of the immediate operand of ADD is 5 bits, in two’s complement format. Thus, -16 is the most we can subtract with the immediate version of the ADD instruction. As an example, if the pressed key was “5”, its ASCII value 53 will be placed in R0. Subtracting 48 from 53, the value 5 results, as expected, and is placed in register R3. 3–2 LAB 3 3.2.4 3.2. THE LAB Defining the days of the week For ease of programming one may define the days of the week so the they have the same length. We note that “Wednesday” has the largest string length: 9. As a NUL terminated string, it occupies 10 locations in memory. In listing 3.1 define all days so that they have the same length. 1 2 3 4 DAYS 5 6 7 8 9 10 ... HALT ... .STRINGZ .STRINGZ .STRINGZ .STRINGZ .STRINGZ .STRINGZ .STRINGZ ” Sunday ” ” Monday ” ” Tuesday ” ” Wednesday ” ” Thursday ” ” Friday ” ” Saturday ” Listing 3.1: Days of the week data. If the numerical code for a day is i (a value in the range 0 through 6, see section 7.1.2 on page 7– 1), the address of the corresponding day is found by this formula: Address of(DAYS) + i ∗ 10 (3.1) Address of(DAYS) is the address of label DAYS, which is the beginning address of the string “Sunday.” Since LC-3 does not provide multiplication, one has to implement it. One can display the day that corresponds to i by means of the code in listing 3.2, which includes the code of listing 3.1. Register R3 is assumed to contain i. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ... ; R3 a l r e a d y c o n t a i n s t h e n u m e r i c a l c o d e o f t h e day i LEA R0 , DAYS ; A d d r e s s o f ” Sunday ” i n R0 ADD R3 , R3 , x0 ; To be a b l e t o u s e c o n d i t i o n c o d e s ; The l o o p ( 4 i n s t r u c t i o n s ) i m p l e m e n t s R0 ← R0 + 10 ∗ i LOOP BRz DISPLAY ADD R0 , R0 , #10 ; Go t o n e x t day ADD R3 , R3 , #−1 ; Decrement loop v a r i a b l e BR LOOP DISPLAY PUTS ... HALT ... DAYS .STRINGZ ” Sunday ” .STRINGZ ” Monday ” .STRINGZ ” T u e s d a y ” .STRINGZ ” Wednesday ” .STRINGZ ” T h u r s d a y ” .STRINGZ ” F r i d a y ” .STRINGZ ” S a t u r d a y ” Listing 3.2: Display the day. 3–3 LAB 3 3.3 3.3. TESTING Testing Test the program with all input keys ’0’ through ’6’ to make sure the correct day is displayed, and with several keys outside that range, to ascertain that the program terminates. 3.4 What to turn in • A hardcopy of the assembly source code. • Electronic version of the assembly code. • For each of the input i = 0, 1, 4, 6, screenshots that show the output. 3–4 LAB 4 Fibonacci Numbers 4.1 Problem Statement 1. Write a program in LC-3 assembly language that computes Fn , the n−th Fibonacci number. 2. Find the largest Fn such that no overflow occurs, i.e. find n = N such that FN is the largest Fibonacci number to be correctly represented with 16 bits in two’s complement format. 4.1.1 Inputs The integer n is in memory location x3100: 4.1.2 4.2 x3100 n x3101 x3102 x3103 Fn N FN x3100 x3101 x3102 x3103 6 8 N FN Outputs Example Starting with 6 in location x3100 means that we intend to compute F6 and place that result in location x3101. Indeed, F6 = 8. (See below.) The actual values of N and FN should be found by your program, and be placed in their corresponding locations. 4.3 Fibonacci Numbers The Fibonacci Fi numbers are the members of the Fibonacci sequence: 1, 1, 2, 3, 5, 8, . . .. The first two are explicitly defined: F1 = F2 = 1. The rest are defined according to this recursive formula: Fn = Fn−1 + Fn−2 . In words, each Fibonacci number is the sum of the two previous ones in the Fibonacci sequence. From the sequence above we see that F6 = 8. Revision: 1.8, August 14, 2005 4–1 LAB 4 4.4 4.4. PSEUDO-CODE Pseudo-code Quite often algorithms are described using pseudo-code. Pseudo-code is not real computer language code in the sense that it is not intended to be compiled or run. Instead, it is intended to describe the steps of algorithms at a high level so that they are easily understood. Following the steps in the pseudo-code, an algorithm can be implemented to programs in a straight forward way. We will use pseudo-code1 in some of the labs that is reminiscent of high level languages such as C/C++, Java, and Pascal. As opposed to C/C++, where group of statements are enclosed the curly brackets “{” and “}” to make up a compound statement, in the pseudo-code the same is indicated via the use of indentation. Consecutive statements that begin at the same level of indentation are understood to make up a compound statement. 4.5 Notes • Figure 4.1 is a schematic of the contents of memory. 3000 LC3 Code Inputs and Outputs 3100 Figure 4.1: Contents of memory • The problem should be solved by iteration using loops as opposed to using recursion. • The pseudo-code for the algorithm to compute Fn is in listing 4.1. It is assumed that n > 0. 1 i f n ≤ 2 then 2 F ← 1 3 else 4 a ← 1 / / Fn−2 5 b ← 1 / / Fn−1 6 f o r i ← 3 t o n do 7 F ← b + a / / Fn = Fn−1 + Fn−2 8 a ← b 9 b ← F Listing 4.1: Pseudo-code for computing the Fibonacci number Fn iteratively 1 The pseudo-code is close to the one used in Fundamentals of Algorithmics by G. Brassard and P. Bratley, Prentice Hall, 1996. 4–2 LAB 4 4.6. TESTING • The way to detect overflow is to use a similar for-loop to the one in listing 4.1 on page 4–2 which checks when F first becomes negative, i.e. bit 16 becomes 1. See listing 4.2. Caution: upon exit from the loop, F does not have the value of FN . To obtain FN you have to slightly modify the algorithm in listing 4.2. 1 2 3 4 5 6 7 8 9 10 11 a ← 1 / / Fn−2 b ← 1 / / Fn−1 i ← 2 / / loop index repeat F ← b + a / / Fn = Fn−1 + Fn−2 i f F < 0 then N = i exit a ← b b ← F i ← i + 1 Listing 4.2: Pseudo-code for computing the largest n = N such that FN can be held in 16 bits 4.6 Testing The table in figure 4.2 on page 4–4 will help you in testing your program. 4.7 What to turn in • A hardcopy of the assembly source code. • Electronic version of the assembly code. • For each of n = 15 and n = 19, screen shots that show the contents of locations x3100, x3101, x3102 and x3103, which show the values for F15 and F19 , respectively, and the values of N and FN . 4–3 LAB 4 4.7. WHAT TO TURN IN n 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 Fn 1 1 2 3 5 8 13 21 34 55 89 144 233 377 610 987 1597 2584 4181 6765 10946 17711 28657 46368 75025 Fn in binary 0000000000000001 0000000000000001 0000000000000010 0000000000000011 0000000000000101 0000000000001000 0000000000001101 0000000000010101 0000000000100010 0000000000110111 0000000001011001 0000000010010000 0000000011101001 0000000101111001 0000001001100010 0000001111011011 0000011000111101 0000101000011000 0001000001010101 0001101001101101 0010101011000010 0100010100101111 0110111111110001 1011010100100000 0010010100010001 Figure 4.2: Fibonacci numbers table 4–4 LAB 5 Subroutines: multiplication, division, modulus 5.1 Problem Statement • Given two integers X and Y compute the product XY (multiplication), the quotient X/Y (integer division), and the modulus X (mod Y ) (remainder). 5.1.1 Inputs The integers X and Y are stored at locations 3100 and 3101, respectively. 5.1.2 Outputs The product XY , the quotient X/Y , and modulus X (mod Y ) are stored at locations 3102, 3103, and 3104, respectively. If X,Y inputs are invalid for X/Y and X (mod Y ) (see section 5.2.5 on page 5–3) place 0 in both locations 3103 and 3104. 5.2 5.2.1 The program Subroutines Subroutines in assembly language correspond to functions in C/C++ and other computer languages: they form a group of code that is intended to be used multiple times. They perform a logical task by operating on parameters passed to them, and at the end they return one or more results. As an example consider the simple subroutine in listing 5.1 on page 5–2 which implements the function f n = 2n + 3. The integer n is located at 3120, and the result Fn is stored at location 3121. Register R0 is used to pass parameter n to the subroutine, and R1 is used to pass the return value f n from the subroutine to the calling program. Execution is transfered to the subroutine using the JSR (“jump to subroutine”) instruction. This instruction also saves the return address, that is the address of the instruction that follows JSR, in register R7. See figure 5.1 on page 5–2 for the steps taken during execution of JSR. The subroutine terminates execution via the RET “return from subroutine” instruction. It simply assigns the return value in R7 to the PC. The program will have two subroutines: MULT for the multiplication and DIV for division and modulus. Revision: 1.8, August 14, 2005 5–1 LAB 5 5.2. THE PROGRAM LDI R0 , N JSR F STI R1 , FN HALT . F I L L 3120 . F I L L 3121 1 2 3 4 5 N 6 FN 7 8 F 9 10 11 12 13 AND ADD ADD ADD RET END R1 , R1 , R1 , R1 , R1 , R0 , R1 , R1 , ; Argument N i s now i n R0 ; Jump t o s u b r o u t i n e F . ; A d d r e s s where n i s l o c a t e d ; A d d r e s s where f n w i l l be s t o r e d . ; Subroutine F begins x0 ; C l e a r R1 x0 ; R1 ← R0 R1 ; R1 ← R1 + R1 x3 ; R1 ← R1 + 3 . R e s u l t i s i n R1 ; R e t u r n from s u b r o u t i n e Listing 5.1: A subroutine for the function f (n) = 2n + 3. Step 1 Step 2 PC Step 3 PC PC JSR Addr + 1 JSR Addr + 1 F Addr IR IR IR JSR F JSR F JSR F R7 R7 R7 0 JSR Addr + 1 JSR Addr + 1 LC3 state right before Copy PC to R7 Copy F’s address from execution of JSR. for the RET instruction. IR to PC so execution will proceed from there. Figure 5.1: The steps taken during execution of JSR. 5.2.2 Saving and restoring registers Make sure that at the beginning of your subroutines you save all registers that will be destroyed in the course of the subroutine. Before returning to the calling program, restore saved registers. As an example, listing 5.2 on page 5–3 shows how to save and restore registers R5 and R6 in a subroutine. 5.2.3 Structure of the assembly program The general structure of the assembly program for this problem can be seen in listing 5.3 on page 5– 3. 5–2 LAB 5 5.2. THE PROGRAM 1 SUB 2 3 4 5 6 7 8 9 10 SaveReg5 11 SaveReg6 ... ST R5 , SaveReg5 ST R6 , SaveReg6 ... ... ; ; ; ; Subroutine is entered Save R5 Save R6 u s e R5 and R6 LD R5 , SaveReg5 LD R6 , SaveReg6 RET . F I L L x0 . F I L L x0 ; R e s t o r e R5 ; R e s t o r e R6 ; Back t o t h e c a l l i n g p r o g r a m Listing 5.2: Saving and restoring registers R5 and R6. 1 2 3 4 5 6 7 8 9 MULT 10 11 12 13 14 15 DIV 16 17 18 ... JSR MULT; ... ; JSR DIV ; HALT ... ... ... ... ... ... RET ; ; ; ; ; ; ; Jump t o t h e m u l t i p l i c a t i o n s u b r o u t i n e Here p r o d u c t XY i s i n R2 Jump t o t h e d i v i s i o n and mod s u b r o u t i n e Multiplication subroutine begins Save r e g i s t e r s t h a t w i l l be o v e r w r i t t e n M u l t i p l i c a t i o n Algorithm Restore saved r e g i s t e r s R2 h a s t h e p r o d u c t . R e t u r n from s u b r o u t i n e D i v i s i o n and mod s u b r o u t i n e b e g i n s ... ... RET END Listing 5.3: General structure of assembly program. 5.2.4 Multiplication Multiplication is achieved via addition: XY = X + X + . . . + X | {z } (5.1) Y times Listing 5.4 on page 5–4 shows the pseudo-code for the multiplication algorithm. Parameters X and Y are passed to the multiplication subroutine MULT via registers R0 and R1. The result is in R2. 5.2.5 Division and modulus Integer division X/Y and modulus X (mod Y ) satisfy this formula: X = X/Y ∗Y + X (mod Y ) (5.2) Where X/Y is the quotient and X (mod Y ) is the remainder. For example, if X = 41 and Y = 7, the equation becomes 41 = 5 ∗ 7 + 6 (5.3) 5–3 LAB 5 1 2 3 4 5 6 7 8 9 10 11 12 13 14 5.2. THE PROGRAM / / M u l t i p l y i n g XY. P r o d u c t i s i n v a r i a b l e p r o d . s i g n ← 1 / / The s i g n o f t h e p r o d u c t i f X < 0 then X = −X / / Convert X to p o s i t i v e s i g n = −s i g n i f Y < 0 then Y = −Y / / Convert Y to p o s i t i v e s i g n = −s i g n prod ← 0 / / I n i t i a l i z e product w h i l e Y 6= 0 do prod ← prod + X Y←Y − 1 i f sign < 0 then p r o d ← −p r o d / / Adjust sign of product Listing 5.4: Pseudo-code for multiplication. Subroutine DIV will compute both the quotient and remainder. Parameter X is passed to DIV through R0 and Y through R1. For simplicity division and modulus are defined only for X ≥ 0 and Y > 0. Subroutine DIV should check if these conditions are satisfied. If, not it should return with R2 = 0, indicating that the results are not valid. If they are satisfied, R2 = 1, to indicate that the results are valid. Overflow conditions need not be checked at this time. Figure 5.2 summarizes the input arguments and results that should be returned. Register R0 R1 R2 Input parameter X Y Result X/Y or 0 if invalid X (mod Y ) or 0 if invalid 1 if results valid, 0 otherwise Figure 5.2: Input parameters and returned results for DIV. Listing 5.5 shows the pseudo-code for the algorithm that performs integer division and modulus functions. The quotient is computed by successively subtracting Y from X. The leftover quantity is the remainder. 1 2 3 4 5 6 7 8 9 10 11 12 / / F i n d i n g t h e q u o t i e n t X/Y and r e m a i n d e r X mod Y . quotient ← 0 // I n i t i a l i z e quotient remainder ← 0 / / I n i t i a l i z e remainder ( in case input i n v a l i d ) valid ← 0 // I n i t i a l i z e valid i f X < 0 or Y ≤ 0 then exit valid = 1 temp ← X / / Holds q u a n t i t y l e f t w h i l e temp ≥ Y do temp = temp − Y quotient ← quotient + 1 r e m a i n d e r ← temp Listing 5.5: Pseudo-code for integer division and modulus. 5–4 LAB 5 5.3 5.3. TESTING Testing You should first write the MULT subroutine, thoroughly test it, and then proceed to implement the DIV subroutine. Thoroughly test DIV. Finally, test the program as a whole for various inputs. 5.4 What to turn in • A hardcopy of the assembly source code. • Electronic version of the assembly code. • For each of the (X,Y ) pairs (100, 17), (211, 4), (11, −15), (12, 0), screenshots that show the contents of locations 3100 through 3104. 5–5 LAB 6 Faster Multiplication 6.1 Problem Statement Write a faster multiplication subroutine using the shift-and-add method. 6.1.1 Inputs The integers X and Y are stored at locations 3100 and 3101, respectively. 6.1.2 Outputs The product XY is stored at location x3102. 6.2 The program The program should perform multiplication by subroutine MULT1, which is an implementation of the so-called shift-and-add algorithm. Overflow is not checked. 6.2.1 The shift-and-add algorithm Before giving the algorithm, we consider an example multiplication. We would like to multiply X = 1101 and Y = 101011. This can be done with the shift-and-add method which resembles multiplication by hand. Figure 6.1 shows the steps. The bold bits are the bits of the multiplier scanned right-to-left. The result is initialized to zero, and then we consider the bits of the multiplier from right to left: if the bit is 1 the multiplicand is added to the product and then shifted to the left by one position. If the bit is 0, the multiplicand is shifted to the left, but no addition is performed. 101011 1101 101011 1010110 10101100 101011000 1000101111 ← Multiplicand ← Multiplier 1: Add and shift 0: Shift (not added) 1: Add and shift 1: Add and shift ← Result Figure 6.1: Shift-and-add multiplication Revision: 1.8, August 14, 2005 6–1 LAB 6 6.3. TESTING Let X = x15 x14 x13 . . . x1 x0 and Y = y15 y14 y13 . . . y1 y0 be the bit representations of multiplier X and multiplicand Y . We would like to compute the product P = XY . For the time, we assume that both X and Y are positive, i.e. x15 = y15 = 0. The multiplication algorithm is described in listing 6.1. Recall that in binary, multiplication by 2 is equivalent to a left shift. 1 2 3 4 5 6 7 8 / / Compute p r o d u c t P ← XY / / Y is the multiplicand / / X = x15 x14 x13 . . . x1 x0 i s t h e m u l t i p l i e r P ← 0 / / I n i t i a l i z e product f o r i =0 t o 14 do / / Exclude the sign b i t i f xi = 1 t h e n P ← P + Y / / Add Y←Y + Y // Shift left Listing 6.1: The shift-and-add multiplication. 6.2.2 Examining a single bit in LC-3 Suppose we would like to check whether the least significant bit (LSB) of R1 is 0 or 1. We can do that with these instructions: 1 AND 2 ADD 3 AND 4 BRz 5 ... 6 ISZERO . . . 7 ... R2 , R2 , x0 R2 , R2 , x1 R0 , R1 , R2 ISZERO ; ; I n i t i a l i z e R2 t o 1 ; ; B r a n c h i f LSB o f R1 i s 0 To test the next bit of R1, we shift to the left the 1 in R2 with ADD R2, R2, R2 , and then again we do: AND R0 , R1 , R2 BRz ISZERO 1 2 ; ; B r a n c h i f n e x t b i t o f R1 i s 0 We notice that by adding R2 to itself, the only bit in R2 that is 1 shifts to the left by one position. 6.2.3 The MULT1 subroutine Subroutine MULT1 to be written should be used to perform the multiplication. Parameters X and Y are passed to MULT1 via registers R0 and R1. The result is in R2. The multiplication should work even if the parameters are negative numbers. To achieve this, use the same technique of the algorithm in listing 5.4 on page 5–4 to handle the signs. Registers that are used in the subroutine should be saved and then restored. 6.3 Testing Test the MULT1 subroutine for various inputs, positive and negative. 6.4 What to turn in • A hardcopy of the assembly source code. 6–2 LAB 6 6.4. WHAT TO TURN IN • Electronic version of the assembly code. • For each of the (X,Y ) pairs (100, 17), (−211, −4), (11, −15), (12, 0), screenshots that show the contents of locations 3100 through 3102. 6–3 LAB 7 Compute Day of the Week 7.1 Problem Statement Write an LC-3 program that given the day, month and year will return the day of the week. 7.1.1 Inputs Before execution begins, it is assumed that locations x31F0, 31F1, and x31F2 contain the following inputs: x31F0 x31F1 x31F2 The usual number of the month The day of the month The year For the example we have been using, June 1, 2005, we could use this code fragment in a different module: .ORIG .FILL .FILL .FILL 7.1.2 x31F0 #6 #1 #2005 Outputs The outputs are: • A number between 0 and 6 that corresponds to the days of the week, starting with Sunday, should be stored in location x31F3. • The corresponding name of the day is displayed on the screen. 7.1.3 Example The program to be written answers this question: what was the day of the week on January 1, 1900? Answer: yadnoM Revision: 1.6, August 26, 2005 7–1 LAB 7 7.2 7.2. ZELLER’S FORMULA Zeller’s formula The day of the week can be found by using Zeller’s formula1 : f = k + (13m − 1)/5 + D + D/4 +C/4 − 2C, (7.1) where the symbol “/” represents integer division. For example 9/2 = 4. Using as example the date June 1, 2005, the symbols in the formula have the following meaning: • k is the day of the month. In the example, k = 1. • m is the month number designated in a special way: March is 1, April is 2, . . . , December is 10; January is 11, and February is 12. If x is the usual month number, i.e. for January x is 1, for February x is 2, and so on; then m can be computed with this formula: m = (x + 21)%12 + 1, where % is the usual modulus (i.e. remainder) function. Alternatively, m can be computed in this way: ( x + 10, if x ≤ 2 (7.2) m= x − 2, otherwise. In our example, m = 4. • D is the last two digits of the year, but if it is January or February those of the previous year are used. In our example, D = 05. • C is for century, and it is the first two digits of year. In our example, C = 20. • From the result f we can obtain the day of the week based on this code: f %7 0 1 2 3 4 5 6 Day Sunday Monday Tuesday Wednesday Thursday Friday Saturday For example, if f = 123, then f %7 = 4, and thus the day was Thursday. Again, % is the modulus function. 7.3 Subroutines To compute the modulus (%), integer division (/), and multiplication, subroutines MULT and DIV, which were written for a previous lab, should be used. Make sure that MULT and DIV subroutines save and restore all registers they use, except those that are used to return results. Use R0 and R1 to pass parameters, and R0, R1 and R2 to return the results. 7.3.1 Structure of program The general structure of the program appears in listing 7.1 on page 7–3. The problem of displaying the name of the day on the screen was solved in Lab 3. 1 “Kalender-Formeln” von Rektor Chr. Zeller in Markgröningen, Mathematisch-naturwissenschaftliche Mitteilungen des mathematisch-naturwissenschaftlichen Vereins in Wrttemberg, ser. 1, 1 (1885), pp.54-58 – in German. 7–2 LAB 7 7.4. TESTING: SOME EXAMPLE DATES 1 .ORIG x3000 2 ... 3 . . . ; MULT and DIV a r e c a l l e d a number o f t i m e s 4 ... 5 ... 6 PUTS ; D i s p l a y day o f t h e week on s c r e e n 7 HALT 8 DAYS .STRINGZ ” Sunday ” 9 .STRINGZ ” Monday ” 10 .STRINGZ ” T u e s d a y ” 11 .STRINGZ ” Wednesday ” 12 .STRINGZ ” T h u r s d a y ” 13 .STRINGZ ” F r i d a y ” 14 .STRINGZ ” S a t u r d a y ” 15 ... 16 17 MULT ... ; B e g i n n i n g o f MULT s u b r o u t i n e 18 19 ... 20 RET 21 DIV ... ; B e g i n n i n g o f DIV s u b r o u t i n e 22 23 ... 24 RET 25 .END Listing 7.1: Structure of the program. 7.4 Testing: some example dates Test your program using these dates: September 11, 2001 June 6, 1944 September 1, 1939 November 22, 1963 August 8, 1974 7.5 Tuesday Tuesday Friday Friday Thursday What to turn in • A hardcopy of the assembly source code. • Electronic version of the assembly code. • For each of the random dates in the table below, screenshots that show the contents of memory locations x31F0 through x31F3. Date January 3, 1905 June 6, 1938 June 23, 1941 May 7, 1961 Date this lab is due 7–3 Day of the week LAB 8 Random Number Generator 8.1 Problem Statement • Generate random numbers using a Linear Congruential Random Number Generator (LCRNG). 8.1.1 Inputs and Outputs The seed, which is an integer in the range 1 to 32766, is found at location x3100. When the program is executed, 20 random numbers in the interval 1 to 215 − 2 are generated and displayed. 8.2 Linear Congruential Random Number Generators A LCRNG is defined by the this recurrence equation: xn ← a xn−1 + c mod m (8.1) The multiplicative constant a, the constant c, and modulus m are integers that are chosen and fixed. Given the seed x0 , a random number sequence is generated: x1 , x2 , x3 , . . . , with the xi ’s being in the range 0 to m − 1. Eventually the sequence will repeat itself. In most cases, it is desirable that the period of repetition is as long as possible. Using the subroutines MULT and DIV, used in earlier labs, one can write a program in LC3 to generate random numbers based on equation (8.1). There is, however, the possibility that intermediate operations, such as a xn−1 , cause an overflow. In the case where c = 0, to avoid overflow we use Schrage’s method1 . In this method, the recurrence is xn ← a xn−1 mod m, and multiplication a x is performed in the following fashion: ( a (x mod q) − r (x/q) if ≥ 0 a x mod m = a (x mod q) − r (x/q) + m otherwise, (8.2) (8.3) where q = m/a, r = m mod a. (8.4) As always, “/” denotes integer division. To ensure no overflow while performing the computations in equation (8.3), multiplier a and modulus m must be chosen so that 0 ≤ r < q. Listing 8.1 on page 8–2 has the algorithm to generate 20 random numbers. 1 Schrage, L. 1979, ACM Transactions on Mathematical Software, vol. 5, pp. 132–138. Revision: 1.6, August 4, 2005 8–1 LAB 8 1 2 3 4 5 6 7 8 9 10 11 12 8.3. HOW TO OUTPUT NUMBERS IN DECIMAL / / A l g o r i t h m f o r t h e i t e r a t i o n x ← a x mod m / / u s i n g S c h r a g e ’ s method a ← 7 / / a , the m u l t i p l i c a t i v e constant i s given m ← 32767 / / m = 2 ˆ 1 5 −1, t h e modulus i s g i v e n x ← 10 / / x , the seed i s given q = m/ a r = m mod a f o r 1 t o 20 do x ← a ∗ ( x mod q ) − r ∗ ( x / q ) i f x < 0 then x ← x + m output x Listing 8.1: Generating 20 random numbers using Schrage’s method. For two’s complement 16-bit arithmetic, which is the LC-3 case, the largest possible m is 215 − 1. Using this value for m, to produce a maximal non-repeating sequence2 of random numbers one can choose a = 7. The seed x0 should never be 0; it should be any number from 1 to 215 − 2 = 32766. Your program should implement equation (8.2) on page 8–1 with the algorithm found in listing 8.1. 8.3 How to output numbers in decimal The assembly command OUT, which is shorthand for TRAP x21, outputs the single ASCII character found in the 8 least significant bits of R0. (See listing 8.2 for an example.) We can use OUT, 1 2 3 4 5 6 7 8 9 10 11 12 13 14 ; We would l i k e t o d i s p l a y i n d e c i m a l t h e d i g i t i n r e g i s t e r R3 ; which h a p p e n s t o be n e g a t i v e ... NOT R3 , R3 ; N e g a t e R3 t o o b t a i n p o s i t i v e v e r s i o n ADD R3 , R3 , #1 LD R0 , MINUS ; Output ’−’ OUT LD R0 , OFFSET ; Output d i g i t ADD R0 , R0 , R3 OUT ... HALT MINUS . F I L L x2D ; Minus s i g n i n ASCII OFFSET . F I L L x30 ; 0 i n ASCII Listing 8.2: Displaying a digit. therefore, to output the decimal digits of a number one by one. We can obtain the digits by successively applying the mod 10 on the number and truncating, until we obtain 0. This produces the digits from right to left. For example if the number we would like to output is x219 = 537, by applying the above procedure we obtain the digits in this order: 7, 3, 5. Thus, we have to output them in reverse order of their generation. For this purpose we can use a stack, with operations PUSH and POP. 2 I.e., all integers in the range 1 to 215 − 2, will be generated before the sequence will repeat itself. 8–2 LAB 8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 8.4. TESTING / / We would l i k e t o o u t p u t n a s a d e c i m a l l e f t ← n / / remaining value sign ← 1 / / sign of n i f n < 0 then s i g n = −s i g n / / n is negative l e f t ← −n i f l e f t = 0 then digit ← 0 / / in case n = 0 push d i g i t w h i l e l e f t 6= 0 do d i g i t ← l e f t mod 10 / / g e n e r a t e a d i g i t push d i g i t / / p u s h d i g i t on s t a c k l e f t ← l e f t /10 i f sign < 0 then o u t p u t ’−’ / / number i s n e g a t i v e w h i l e n o t ( s t a c k e m p t y ) do pop d i g i t output d i g i t Listing 8.3: Output a decimal number. 8.3.1 A rudimentary stack The stack that is described here is a rudimentary one3 . It is intended for this problem only. There are three operations, i.e. subroutines, that involve the stack: PUSH, POP, and ISEMPTY. PUSH pushes the contents of register R0 on the stack, POP pops the top of the stack in register R0, and ISEMPTY returns 1 in R0 if the stack is empty and 0 if the stack is non-empty. Register R6 points to the top of the stack. The following have to be borne in mind when writing your program: • R6 should be initialized to x4000, the base of the stack, and not be overwritten while manipulating the stack. • R7 will be used (implicitly) to store the return address when calling a subroutine. • Always ISEMPTY should be called before proceeding to call POP, to check whether the stack is empty. If empty, POP should not be called. Listing 8.4 on page 8–4 shows the implementation of the stack subroutines. 8.4 Testing Using a = 7, m = 32767 in equation (8.2) on page 8–1, and starting with various seeds x0 , the first 10 random numbers generated in each case are listed in figure 8.1 on page 8–4. 8.5 What to turn in • A hardcopy of the assembly source code. • Electronic version of the assembly code. • For a = 7, m = 32767 and seed x0 = 10010 , a screenshot showing the first 20 random numbers generated. 3 For a more sophisticated implementation of a stack see Chapter 10 of the textbook Introduction to Computing Systems by Patt and Patel 8–3 LAB 8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 8.5. WHAT TO TURN IN .ORIG x3000 ; Your p r o g r a m g o e s h e r e ... ... LD R6 , BASE ... JSR PUSH ... HALT BASE . F I L L x4000 ... ... ... PUSH ADD R6 , R6 , #−1 STR R0 , R6 , #0 RET POP LDR R0 , R6 , #0 ADD R6 , R6 , #1 RET ISEMPTY LD R0 , EMPTY ADD R0 , R6 , R0 BRz I S ADD R0 , R0 , #0 RET IS AND R0 , R0 , #0 ADD R0 , R0 , #1 RET EMPTY . F I L L xC000 END ; Top o f s t a c k p o i n t s t o b a s e ; Jump t o PUSH s u b r o u t i n e ; Your p r o g r a m e n d s h e r e ; More p r o g r a m d a t a h e r e ; Subroutines for stack begin ; Move t o p o f t h e s t a c k up ; S t o r e R0 t h e r e ; Load R0 w i t h t o p o f s t a c k ; Move t o p o f s t a c k down ; Branch i f a t base of s t a c k ; R0 ← 0 , s t a c k i s n o t empty ; R0 ← 1 , s t a c k i s empty ; −x4000 Listing 8.4: The code for the stack. Decimal Hex Decimal Hex Decimal Hex Decimal Hex Decimal Hex Decimal Hex x0 1 0001 6 0006 9 0009 10 000A 178 00B2 1000 03E8 x1 7 0007 42 002A 63 003F 70 0046 1246 04DE 7000 1B58 x2 49 0031 294 0126 441 01B9 490 01EA 8722 2212 16233 3F69 x3 343 0157 2058 080A 3087 0C0F 3430 0D66 28287 6E7F 15330 3BE2 x4 2401 0961 14406 3846 21609 5469 24010 5DCA 1407 057F 9009 2331 x5 16807 41A7 2541 09ED 20195 4EE3 4235 108B 9849 2679 30296 7658 x6 19348 4B94 17787 457B 10297 2839 29645 73CD 3409 0D51 15470 3C6E x7 4368 1110 26208 6660 6545 1991 10913 2AA1 23863 5D37 9989 2705 Figure 8.1: Sequences of random numbers generated for various seeds x0 . 8–4 x8 30576 7770 19621 4CA5 13048 32F8 10857 2A69 3206 0C86 4389 1125 x9 17430 4416 6279 1887 25802 64CA 10465 28E1 22442 57AA 30723 7803 x10 23709 5C9D 11186 2BB2 16779 418B 7721 1E29 26026 65AA 18459 481B LAB 9 Recursive subroutines 9.1 Problem Statement Implement the recursive square function in LC-3 as it is described in section 9.2.4 on page 9–2. 9.1.1 Inputs The value n is found at location x3100. 9.1.2 Output The value f (n) = n2 is saved at location x3101. 9.2 Recursive Subroutines A subroutine, or function, is recursive when it calls itself. Mathematically, a recursive function is one that is being used in its own definition. In what follows we will give the mathematical definitions of some well-known recursive functions. 9.2.1 The Fibonacci numbers The Fibonacci numbers Fn , which were encountered in an earlier lab, are defined as follows: ( n, if n ≤ 2 F(n) = (9.1) F(n − 1) + F(n − 2) otherwise. Using pseudo-code, the algorithm for Fn is shown in listing 9.1 on page 9–2. 9.2.2 Factorial The factorial function f (n) = n!, n ≥ 0, is defined as follows: ( 1, if n = 0 f (n) = n ∗ f (n − 1) if n > 0. Revision: 1.3, August 14, 2005 9–1 (9.2) LAB 9 1 2 3 4 5 6 9.2. RECURSIVE SUBROUTINES / / Compute t h e F i b o n a c c i number F ( n ) , n ≥ 1 function F(n) if n ≤ 2 return 1 else r e t u r n F ( n −1) + F ( n −2) Listing 9.1: The pseudo-code for the recursive version of the Fibonacci numbers function. Non-recursively, the factorial function is defined as follows: ( 1, if n = 0 f (n) = n ∗ (n − 1) ∗ . . . ∗ 1, if n > 0. (9.3) The first few values of f (n) = n! are shown in figure 9.1. n n! 0 1 1 1 2 2 3 6 4 24 5 120 6 720 7 5040 8 40320 9 362880 10 3628800 Figure 9.1: The first few values of f (n) = n!. 9.2.3 Catalan numbers Catalan numbers Cn , n ≥ 0, are defined as follows: n 1 (2n)! Cn ≡ = . n + 1 2n (n + 1)!n! (9.4) Recursively, the Catalan numbers can be defined as Cn+1 = 2(2n + 1) Cn , n+2 (9.5) with C0 = 1. An alternative recursive definition is if n = 0 1, n−1 Cn = ∑ Ci Cn−1−i , if n > 0. (9.6) i=0 The first few values of Cn are shown in figure 9.2. n Cn 0 1 1 1 2 2 3 5 4 14 5 42 6 132 7 429 8 1430 9 4862 10 16796 Figure 9.2: The first few Catalan numbers Cn . 9.2.4 The recursive square function. The familiar square function square(n) = n2 can be defined recursively as well: ( 0, if n = 0 square(n) = square(n − 1) + 2n − 1, if n > 0. 9–2 (9.7) LAB 9 9.3. STACK FRAMES n square(n) 0 0 1 1 2 4 3 9 4 16 5 25 6 36 7 49 8 64 9 81 10 100 Figure 9.3: Some values of square(n). The first few values of square(n) are shown in figure 9.3. In this lab, you asked to implement the recursive square function as a subroutine, and call it from the main program. Your program should work for negative numbers as well, however the square(n) subroutine should never be called with a negative argument: there will be a stack overflow, which is explained in the section that follows. In that and the other sections that follow you will find details that will help you in the implementation of the square(n) subroutine. 9.3 Stack Frames When a program (or subroutine) A calls a subroutine B with one of either instruction JSR and JSRR, automatically the return address to A is saved in register R7. While executing, if subroutine B calls another subroutine C, then the return address to B will again be saved in R7, which would overwrite the previous value. When it is time to return to A, there will be no record of the proper return address. This situation shows the need to have a bookkeeping method that will save return addresses. This need is further demonstrated when having a subroutine that calls itself, i.e. a recursive subroutine. In this case, beyond the return address other information, such as parameters and return value, needs to be allocated for each invocation of the subroutine. The efficient solution to this problem is to have that information saved on a stack. The space on the stack associated with the invocation of a subroutine is called frame. The stack consists of many frames, stacked in the order by which they are called from their corresponding subroutines. If subroutine A calls subroutine, B calls subroutine C, and C calls itself two times, the stack will have the structure of figure 9.4. When a subroutine returns, its corresponding frame is removed from the stack. Frame C Frame C Frame C Frame B Frame A Figure 9.4: The structure of the stack. A typical frame has the structure in figure 9.5 on page 9–4. The frame pointer, also known known as dynamic link, points to the first parameter and is used to refer to items within the frame via offsets. Register R5 is used hold the value of the current frame pointer. The frame pointer of the calling subroutine is saved on the frame of the called subroutine. When the called subroutine returns, the frame pointer is restored in R5, and is ready to be used in referring to items within the current frame. During the execution of a program, while subroutines are called and return, the stack grows and shrinks accordingly. Every time a subroutine is entered, a frame is created; by the time a subroutine returns, all the elements of the frame will have been popped from the stack, and the frame will not exist anymore. If the size of the stack grows too large, i.e. there are too many outstanding subroutines, there is the danger of not having sufficient space to accommodate it, and it will cause an error, which is commonly referred to as stack overflow. The pseudo-code algorithm to implement recursive subroutines is shown in listing 9.2 on page 9– 4. It demonstrates how subroutine frames are created on the run-time stack, and destroyed. It is a 9–3 LAB 9 9.3. STACK FRAMES Local Variable 2 Local Variable 1 Frame Pointer Return Address Return Value Parameter 2 Parameter 1 Frame Figure 9.5: A typical frame summary of the description in the textbook1 . 1 / / The c a l l i n g p r o g r a m 2 ... 3 PUSH P a r a m e t e r 1 4 CALL F ( ) 5 ReturnValue 6 POP 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 ← POP / / r e p e a t as needed f o r a d d i t i o n a l // p a r a m e t e r s / / jump t o F ’ s c o d e / / pop t h e r e t u r n v a l u e o f f t h e s t a c k / / pop t h e p a r a m e t e r s o f f t h e s t a c k , // r e p e a t a s n e e d e d ... / / The f u n c t i o n ( s u b r o u t i n e ) F F() PUSH R e t u r n V a l u e / / beginning of f u n c t i o n F / / c r e a t e a p l a c e on t h e s t a c k f o r t h e // r e t u r n v a l u e PUSH R e t u r n A d d r e s s / / push t h e r e t u r n a d d r e s s onto t h e s t a c k PUSH F r a m e P o i n t e r / / push t h e F r a m e P o i n t e r f o r p r e v i o u s // f u n c t i o n F r a m e P o i n t e r ← S t a c k P o i n t e r −1 / / s e t t h e new f r a m e p o i n t e r t o // t h e / / l o c a t i o n of the f i r s t l o c a l // v a r i a b l e // PUSH L o c a l V a r 1 / / push l o c a l f u n c t i o n v a r i a b l e s , r e p e a t // a s n e e d e d ... / / f u n c t i o n body L o c a l V a r 1 ← POP / / pop l o c a l v a r i a b l e s o f f t h e s t a c k , r e p e a t a s // n e e d e d F r a m e P o i n t e r ← POP / / r e s t o r e th e old frame p o i n t e r R e t u r n A d d r e s s ← POP / / r e s t o r e ReturnAddress so t h e c a l l e r can // be // returned to return / / r e t u r n t o t h e c a l l e r , end o f F ( ) Listing 9.2: The pseudo-code for the algorithm that implements recursive subroutines. Register R6 is used as the stack pointer, which points to the top of the stack. When referring to a variable on the stack, one should access it through reference to the Frame Pointer, which is Register R5. For example, suppose the function is nearly complete and the return value is in R0 and it is 1 Introduction to Computing System, by Yale N. Patt and Sanjay J. Patel, pages 385–393 9–4 LAB 9 9.4. THE MCCARTHY 91 FUNCTION: AN EXAMPLE IN LC-3 desired to store it at the Return Value location on the stack. Assuming only one parameter and only one register saved on the stack, the offset will be 3, as seen by the figure below: Offset 0 1 2 3 4 Ptr Location Current FramePointer −→ Stack Register1 FramePointer (for last function) ReturnAddress ReturnValue Parameter1 To store R0 at the ReturnValue location, following instruction is used: 1 STR 9.4 9.4.1 R0 , R5 , #3 ; s t o r e t h e r e t u r n v a l u e on t h e s t a c k The McCarthy 91 function: an example in LC-3 Definition The McCarthy 91 function M(n) has been invented by John McCarthy, the inventor of the Lisp programming language (late 1950’s). It is defined for n = 1, 2, 3, . . . , as follows: ( M(M(n + 11)), if 1 ≤ n ≤ 100 M(n) = (9.8) n − 10, if n > 100. Remarkably, M(n) takes the value 91 for 1 ≤ n ≤ 101. For values n ≥ 102 it takes the value n − 10. In listing 9.3 the algorithm of M(n) is specified in pseudo-code. 1 2 3 4 5 6 7 / / Compute t h e McCarthy 91 f u n c t i o n M( n ) , n i s a p o s i t i v e i n t e g e r f u n c t i o n M( n ) // n is ≥ 1 i f n ≤ 100 r e t u r n M(M( n + 11 ) ) else r e t u r n n − 10 Listing 9.3: The pseudo-code for the recursive McCarthy 91 function. 9.4.2 Some facts about the McCarthy 91 function The McCarthy 91 M(n) function for some numbers, 1 ≤ n ≤ 100, while executing calls itself a number of times, while for n > 100 M(n) is called once. Figure 9.6 on page 9–6 shows the growth and shrinkage of the stack during execution for n = 1, 20, 50, 80, and 99. A unit of time corresponds to either creation or destruction of a frame on the stack. For n = 1, since the curve becomes 0 at time = 402, M(n) is executed 201 times. Figure 9.7 on page 9–6 shows the number of times M(n) is executed for various n. The size of the stack measured as the number of frames on it for each n in the range 1..123 is shown in figure 9.8 on page 9–8. 9.4.3 Implementation of McCarthy 91 in LC-3 As an example, in this section we give the implementation of the McCarthy 91 function in LC-3. The general algorithm of listing 9.2 on page 9–4 is (slightly) modified in two ways: 9–5 LAB 9 9.4. THE MCCARTHY 91 FUNCTION: AN EXAMPLE IN LC-3 n=1 n = 20 n = 50 n = 80 n = 99 Stack Size (Frames) 20 15 10 5 0 0 50 100 150 200 Time 250 300 350 400 Figure 9.6: Stack size in frames during execution. n 1 20 50 80 99 100 101 102 Number of times M(n) called 201 163 103 43 5 3 1 1 Figure 9.7: Table that shows how many times the function M(n) is executed before it returns the value for various n. • The Return Address register R7 is saved to a temporary location (R0) immediately after the function F() is called because PUSH and POP will overwrite R7. • The second change is that registers will be used for temporary storage, as opposed to using local variables, and thus registers used will be saved and then restored. The modified algorithm with these changes is shown in listing 9.4 on page 9–7. The source code for the program that calls the McCarthy 91 subroutine appears in listing 9.5 on page 9–8, the push and pop subroutines in listing 9.6 on page 9–9, and the McCarthy 91 subroutine itself on listing 9.7 on page 9–9. The complete program, which is a concatenation of the code in the three aforementioned figures, can be saved on your disk, if your pdf browser supports it, by right-clicking here → . 9–6 LAB 9 9.5. TESTING 1 / / The c a l l i n g p r o g r a m 2 ... 3 PUSH P a r a m e t e r 1 4 CALL F ( ) 5 ReturnValue 6 POP 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 ← POP / / r e p e a t as needed f o r a d d i t i o n a l // p a r a m e t e r s / / jump t o F ’ s c o d e / / pop t h e r e t u r n v a l u e o f f t h e s t a c k / / pop t h e p a r a m e t e r s o f f t h e s t a c k , // r e p e a t a s n e e d e d ... / / The f u n c t i o n ( s u b r o u t i n e ) F F() TempVar ←R e t u r n A d d r e s s / / beginning of f u n c t i o n F / / s a v e R e t u r n A d d r e s s ( R7 ) t o a temp // v a r i a b l e ( R0 ) PUSH R e t u r n V a l u e / / c r e a t e a p l a c e on t h e s t a c k f o r t h e // r e t u r n v a l u e PUSH TempVar / / push t h e ReturnAddress onto t h e s t a c k PUSH F r a m e P o i n t e r / / push t h e F r a m e P o i n t e r f o r p r e v i o u s // f u n c t i o n F r a m e P o i n t e r ← S t a c k P o i n t e r −1 / / s e t t h e new f r a m e p o i n t e r t o // t h e l o c a t i o n o f t h e // f i r s t r e g i s t e r value PUSH R e g i s t e r 1 / / push r e g i s t e r s f o r saving , r e p e a t as // n e e d e d ... / / f u n c t i o n body R e g i s t e r 1 ← POP / / pop r e g i s t e r v a l u e s o f f t h e s t a c k , r e p e a t a s // n e e d e d F r a m e P o i n t e r ← POP / / r e s t o r e t he old frame p o i n t e r R e t u r n A d d r e s s ← POP / / r e s t o r e ReturnAddress so t h e c a l l e r can // be // returned to return / / r e t u r n t o t h e c a l l e r , end o f F ( ) Listing 9.4: The pseudo-code for the McCarthy 91 recursive subroutine. 9.5 Testing Test the square(n) subroutine for various inputs, positive and negative. Reminder: You should never pass a negative parameter to square(n). First convert it to positive. 9.6 What to turn in • A hardcopy of the assembly source code. • Electronic version of the assembly code. • For each of the inputs 0, 1, 7, −35, screenshots that show the contents of locations x3100 through x3101. • Answer of this question: for each input above what is the maximum size of the stack in terms of frames? 9–7 LAB 9 9.6. WHAT TO TURN IN maximum Stack Size (Frames) 20 15 10 5 0 0 20 40 60 n 80 100 120 Figure 9.8: Maximum size of stack in terms of frames for n. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 ; ; ; ; Program t h a t u s e s McCarthy 91 s u b r o u t i n e MC91 I t t a k e s t h e i n p u t from x3100 I t s t o r e s t h e o u t p u t a t x3101 and o u t p u t s t h e ASCII c h a r a c t e r o f t h e v a l u e t o t h e c o n s o l e .ORIG x3000 LD R6 , STKBASE ; set the i n i t i a l stack pointer ; Push ( P a r a m e t e r 1 ) LDI R0 , INPUT JSR PUSH ; c a l l McCarthy91 JSR MC91 ; R e t u r n V a l u e <− Pop ( ) JSR POP OUT STI ; Pop ( ) JSR HALT STKBASE . F I L L INPUT .FILL OUTPUT . F I L L ; l o a d f u n c t i o n i n p u t i n t o R0 ; p u s h INPUT on s t a c k a s p a r a m e t e r 1 R0 , OUTPUT ; ; p r i n t ASCII v a l u e o f r e t u r n v a l u e ; n o t e : ASCII ( 9 1 ) = [ ; s t o r e t h e v a l u e a t x3101 POP ; pop o f f p a r a m e t e r x4000 x3100 x3101 ; stack base address ; McCarthy91 i n p u t ; McCarthy91 o u t p u t Listing 9.5: The program that calls the McCarthy 91 subroutine. 9–8 LAB 9 9.6. WHAT TO TURN IN 1 ; p u s h and pop s u b s 2 PUSH ADD R6 , R6 , 3 STR R0 , R6 , 4 RET 5 POP LDR R0 , R6 , 6 ADD R6 , R6 , 7 RET #−1 #0 ; Move t o p o f t h e s t a c k up ; S t o r e R0 t h e r e #0 #1 ; Load R0 w i t h t o p o f s t a c k ; Move t o p o f s t a c k down Listing 9.6: The stack subroutines PUSH and POP. 1 ; McCarthy91 f u n c t i o n 2 ; TempVar <− R e t u r n A d d r e s s 3 MC91 ADD R0 , R7 , #0 ; s a v e R7 t o R0 s o 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 OVER100 29 30 31 32 i t c a n be p u s h e d ; on t h e s t a c k l a t e r ; Push ( R e t u r n V a l u e ) JSR PUSH ; any v a l u e w i l l do f o r R e t u r n V a l u e ; space ; Push ( TempVar ) JSR PUSH ; R e t u r n A d d r e s s i s a l r e a d y i n R0 ; Push ( F r a m e P o i n t e r ) ADD R0 , R5 , #0 ; t r a n s f e r f r a m e p o i n t e r t o R0 JSR PUSH ; save frame p o i n t e r ; F r a m e P o i n t e r <− S t a c k P o i n t e r −1 ADD R5 , R6 , #−1 ; c r e a t e a new f r a m e p o i n t e r b a s e d ;on R6 ; Push ( R e g i s t e r 1 ) ADD R0 , R1 , #0 ; s a v e R1 by p u s h i n g i t on t h e ;stack JSR PUSH ; save frame p o i n t e r ; load Parameter1 into LD R1 , PARAM1 ADD R1 , R5 , R1 LDR R0 , R1 , #0 R0 ; load o f f s e t ; get address of Parameter1 ; l o a d P a r a m e t e r 1 i n t o R0 ; t e s t t o s e e i f P a r a m e t e r 1 ≤ 100 LD R1 , NEG100 ; l o a d −100 ADD R1 , R0 , R1 ; R1 <− P a r a m e t e r 1 − 100 BRnz LESS100 ; i f i t i s ≤ 100 jump t o t h a t c o d e ; s i n c e P a r a m e t e r 1 > 1 0 0 , add −10 t o R0 and c l e a n u p ADD R0 , R0 , #−10 ; R0 w i l l be s t o r e d i n t h e ;ReturnValue space ; at cleanup BRnzp CLEANUP ; s i n c e P a r a m e t e r 1 ≤ 1 0 0 , c a l l r e c u r s i v e l y MC91 ( MC91 ( ; P a r a m e t e r 1 +11) ) 33 LESS100 ADD R0 , R0 , #11 ; add 11 t o p a r a m e t e r 1 and p a s s i t ; t o MC91 34 35 ; c a l l MC91 ( P a r a m e t e r 1 + 1 1 ) 9–9 LAB 9 ; Push ( P a r a m e t e r 1 ) JSR PUSH ; c a l l McCarthy91 JSR MC91 ; R e t u r n V a l u e <− Pop ( ) JSR POP ADD R1 , R0 , #0 ; Pop ( ) JSR POP 36 37 38 39 40 41 42 43 44 45 46 47 48 ; p u s h R0 on s t a c k a s P a r a m e t e r 1 ; t h e r e t u r n v a l u e i s now i n R0 ; s a v e t h e r e t u r n v a l u e i n t o R1 ; pop o f f P a r a m e t e r 1 ; now c a l l MC( MC91 ( P a r a m e t e r 1 + 1 1 ) ) = MC( R1 ) ; Push ( P a r a m e t e r 1 ) ADD R0 , R1 , #0 ; move t h e r e t u r n v a l u e o f MC91 ( ; P a r a m e t e r 1 + 1 1 ) b a c k t o R0 JSR PUSH ; p u s h R0 on s t a c k a s P a r a m e t e r 1 ; c a l l McCarthy91 JSR MC91 ; R e t u r n V a l u e <− Pop ( ) JSR POP ; t h e r e t u r n v a l u e i s now i n R0 ADD R1 , R0 , #0 ; s a v e t h e r e t u r n v a l u e i n t o R1 ; Pop ( ) JSR POP ; pop o f f P a r a m e t e r 1 ADD R0 , R1 , #0 ; move t h e r e t u r n v a l u e o f MC91 ( ; P a r a m e t e r 1 + 1 1 ) b a c k t o R0 ; for cleanup 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 9.6. WHAT TO TURN IN ; s t o r e what i s i n R0 i n t o t h e R e t u r n A d d r e s s s p a c e on t h e s t a c k CLEANUP LD R1 , RETVAL ; load o f f s e t ADD R1 , R5 , R1 ; get address of ReturnAddress STR R0 , R1 , #0 ; s t o r e R0 a t R e t u r n A d d r e s s ; refer RETVAL PARAM1 NEG100 ; R e g i s t e r 1 <−Pop ( ) JSR POP ADD R1 , R0 , #0 ; r e s t o r e R1 from s t a c k ; F r a m e P o i n t e r <− Pop ( ) JSR POP ADD R5 , R0 , #0 ; r e s t o r e R5 from s t a c k ; R e t u r n A d d r e s s <− Pop ( ) JSR POP ADD R7 , R0 , #0 ; r e s t o r e R e t u r n A d d r e s s from s t a c k RET t o v a r i a b l e s by o f f s e t s from t h e f r a m e p o i n t e r .FILL #3 .FILL #4 .FILL #−100 .END Listing 9.7: The McCarthy 91 subroutine 9–10
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File Type : PDF File Type Extension : pdf MIME Type : application/pdf PDF Version : 1.4 Linearized : No Page Count : 56 Page Mode : UseNone Author : Computer Science Department, California State University, San Bernardino, CA 92407 Title : LC-3 Assembly Lab Manual Subject : Assembly Language Creator : LaTeX with hyperref package Producer : pdfeTeX-1.30.6 Keywords : Assembly Language, computer organization Create Date : 2007:01:25 19:51:51-08:00 PTEX Fullbanner : This is pdfTeX, Version 3.141592-1.30.6 (MiKTeX 2.5.2329)EXIF Metadata provided by EXIF.tools