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www.nand2tetris.org

Building a Modern Computer From First Principles

Machine (Assembly) Language

(2)

Where we are at:

Assembler Chapter 6

H.L. Language

&

Operating Sys.

abstract interface

Compiler

Chapters 10 - 11

VM Translator

Chapters 7 - 8

Computer Architecture

Chapters 4 - 5

Gate Logic

Chapters 1 - 3

Electrical

Engineering

Physics Virtual

Machine

abstract interface

Software hierarchy

Assembly Language

abstract interface

Hardware hierarchy

Machine Language

abstract interface

Hardware Platform

abstract interface

Chips &

Logic Gates

abstract interface

Human Thought

Abstract design

Chapters 9, 12

(3)

Machine language

Abstraction – implementation duality:

 Machine language ( = instruction set) can be viewed as a programmer- oriented abstraction of the hardware platform

 The hardware platform can be viewed as a physical means for realizing

the machine language abstraction

(4)

Machine language

Abstraction – implementation duality:

 Machine language ( = instruction set) can be viewed as a programmer- oriented abstraction of the hardware platform

 The hardware platform can be viewed as a physical means for realizing the machine language abstraction

Another duality:

 Binary version: 0001 0001 0010 0011 (machine code)

 Symbolic version ADD R1, R2, R3 (assembly)

(5)

Machine language

Abstraction – implementation duality:

 Machine language ( = instruction set) can be viewed as a programmer- oriented abstraction of the hardware platform

 The hardware platform can be viewed as a physical means for realizing the machine language abstraction

Another duality:

 Binary version

 Symbolic version Loose definition:

 Machine language = an agreed-upon formalism for manipulating

a memory using a processor and a set of registers

combinational ALU

Memory

state

(6)

Lecture plan

 Machine languages at a glance

 The Hack machine language:

 Symbolic version

 Binary version

 Perspective

(The assembler will be covered in chapter 6).

(7)

Typical machine language commands (3 types)

 ALU operations

 Memory access operations

(addressing mode: how to specify operands)

 Immediate addressing, LDA R1, 67 // R1=67

 Direct addressing, LD R1, 67 // R1=M[67]

 Indirect addressing, LDI R1, R2 // R1=M[R2]

 Flow control operations

(8)

Typical machine language commands (a small sample)

// In what follows R1,R2,R3 are registers, PC is program counter, // and addr is some value.

ADD R1,R2,R3 // R1  R2 + R3 ADDI R1,R2,addr // R1  R2 + addr

AND R1,R1,R2 // R1  R1 and R2 (bit-wise) JMP addr // PC  addr

JEQ R1,R2,addr // IF R1 == R2 THEN PC  addr ELSE PC++

LOAD R1, addr // R1  RAM[addr]

STORE R1, addr // RAM[addr]  R1

NOP // Do nothing

(9)

The Hack computer

A 16-bit machine consisting of the following elements:

Computer reset

Keyboard

Screen

(10)

The Hack computer

 The ROM is loaded with a Hack program

 The reset button is pushed

 The program starts running

(11)

The Hack computer

A 16-bit machine consisting of the following elements:

Both memory chips are 16-bit wide and have 15-bit address space.

Data Memory (Memory) instruction

CPU

Instruction Memory (ROM32K)

inM

outM addressM writeM

pc

reset

(12)

The Hack computer (CPU)

A 16-bit machine consisting of the following elements:

ALU

Mux

D

Mux

reset inM

addressM

pc outM

instruction A/M

decode

C C

C

C

C

D

A

PC

C C

A A A

M ALU output

writeM

C C

(13)

The Hack computer

A 16-bit machine consisting of the following elements:

Data memory: RAM – an addressable sequence of registers

Instruction memory: ROM – an addressable sequence of registers

Registers: D, A, M, where M stands for RAM[A]

Processing: ALU, capable of computing various functions

Program counter: PC, holding an address

Control: The ROM is loaded with a sequence of 16-bit instructions, one per memory location, beginning at address 0. Fetch-execute cycle: later

Instruction set: Two instructions: A-instruction, C-instruction.

(14)

The A-instruction

@ value // A value

Where value is either a number or a symbol referring to some number.

Why A-instruction?

Example: @ 21

Effect:

 Sets the A register to 21

 RAM[21] becomes the selected RAM register M

In TOY, we store address in the instruction (fmt #2). But, it is impossible to pack a 15-bit address into a 16-bit instruction. So, we have the A-

instruction for setting addresses if needed.

(15)

The A-instruction

@ value // A value

Used for:

 Entering a constant value

( A = value) @17 // A = 17

D = A // D = 17

Coding example:

@17 // A = 17

D = M // D = RAM[17]

M = -1 // RAM[17]=-1

 Selecting a RAM location

( register = RAM[A])

@17 // A = 17

JMP // fetch the instruction // stored in ROM[17]

 Selecting a ROM location

( PC = A )

(16)

The C-instruction

dest = comp ; jump Both dest and jump are optional.

First, we compute something.

Next, optionally, we can store the result, or use it to jump to somewhere to continue the program execution.

0, 1, -1, D, A, !D, !A, -D, -A, D+1, A+1, D-1, A-1, D+A, D-A, A-D, D&A, D|A M, !M, -M, M+1, M-1, D+M, D-M, M-D, D&M, D|M

comp:

dest: null, A, D, M, MD, AM, AD, AMD

Compare to zero. If the

(17)

The C-instruction

dest = comp ; jump

 Computes the value of comp

 Stores the result in dest

 If (the condition jump compares to zero is true), goto the instruction at

ROM[A].

(18)

The C-instruction

dest = comp ; jump

Example: set the D register to -1 D = -1

Example: set RAM[300] to the value of the D register minus 1

@300

M = D-1

Example: if ((D-1) == 0) goto ROM[56]

comp:

dest: null, A, D, M, MD, AM, AD, AMD

jump: null, JGT, JEQ, JLT, JGE, JNE, JLE, JMP

0, 1, -1, D, A, !D, !A, -D, -A, D+1, A+1, D-1, A-1, D+A, D-A, A-D, D&A, D|A

M, !M, -M, M+1, M-1, D+M, D-M, M-D, D&M, D|M

(19)

Hack programming reference card

  Hack commands:

A-command: @value // set A to value

C-command: dest = comp ; jump     // dest = and  ;jump // are optional

Where:

comp = 

0 , 1 , ‐1 , D , A , !D , !A , ‐D , ‐A , D+1 , A+1 , D‐1, A‐1 , D+A , D‐A , A‐D , D&A , D|A,    M ,      !M ,       ‐M ,       M+1,       M‐1 ,        D+M, D‐M, M‐D, D&M, D|M dest = M, D,  A, MD, AM, AD, AMD, or null

jump = JGT , JEQ , JGE , JLT , JNE , JLE , JMP, or null

In the command dest = comp; jump, the jump materialzes if (comp

jump 0) is true. For example, in D=D+1,JLT, we jump if D+1 < 0.

(20)

The Hack machine language

Two ways to express the same semantics:

 Binary code (machine language)

 Symbolic language (assembly)

@17

D+1; JLE symbolic

0000 0000 0001 0001 1110 0111 1100 0110

binary translate

execute

hardware

(21)

The A-instruction

@ value

value is a non-negative decimal number <= 2 15 -1 or

 A symbol referring to such a constant

0 value

value is a 15-bit binary number

symbolic binary

@ 21 0000 0000 0001 0101

Example

(22)

The C-instruction

dest = comp ; jump 111A C 1 C 2 C 3 C 4 C 5 C 6 D 1 D 2 D 3 J 1 J 2 J 3

symbolic binary

opcode

]

not used comp dest jump

(23)

The C-instruction

111A C 1 C 2 C 3 C 4 C 5 C 6 D 1 D 2 D 3 J 1 J 2 J 3

comp dest jump

(24)

The C-instruction

A D M

111A C 1 C 2 C 3 C 4 C 5 C 6 D 1 D 2 D 3 J 1 J 2 J 3

comp dest jump

(25)

The C-instruction

111A C 1 C 2 C 3 C 4 C 5 C 6 D 1 D 2 D 3 J 1 J 2 J 3

comp dest jump

(26)

0000000000010000 1110111111001000 0000000000010001 1110101010001000 0000000000010000 1111110000010000 0000000000000000 1111010011010000 0000000000010010 1110001100000001 0000000000010000 1111110000010000 0000000000010001 1111000010001000 0000000000010000 1111110111001000 0000000000000100 1110101010000111 0000000000010001 1111110000010000 0000000000000001 1110001100001000 0000000000010110 1110101010000111

Target code

assemble

Hack assembly/machine language

        // Computes 1+...+RAM[0]

// And stored the sum in RAM[1]

@i

M=1   // i = 1      

@sum  

M=0   // sum = 0 (LOOP)

@i // if i>RAM[0] goto WRITE D=M

@R0 D=D‐M

@WRITE  D;JGT

@i // sum += i D=M

@sum M=D+M

@i // i++

M=M+1 

@LOOP // goto LOOP 0;JMP

(WRITE)

@sum D=M

@R1

M=D  // RAM[1] = the sum

Source code (example)

Hack assembler

or CPU emulator

(27)

Working with registers and memory

 D: data register

 A: address/data register

 M: the currently selected memory cell, M=RAM[A]

(28)

Hack programming exercises

Exercise: Implement the following tasks using Hack commands:

1.

Set D to A-1

2.

Set both A and D to A + 1

3.

Set D to 19

4.

D++

5.

D=RAM[17]

6.

Set RAM[5034] to D - 1

7.

Set RAM[53] to 171

(29)

Hack programming exercises

Exercise: Implement the following tasks using Hack commands:

1.

Set D to A-1

2.

Set both A and D to A + 1

3.

Set D to 19

4.

D++

5.

D=RAM[17]

6.

Set RAM[5034] to D - 1

7.

Set RAM[53] to 171

8.

Add 1 to RAM[7],

and store the result in D

1. D = A-1 2. AD=A+1 3. @19

D=A 4. D=D+1 5. @17

D=M 6. @5034

M=D-1 7. @171

D=A

@53

M=D

8. @7

(30)

A simple program: add two numbers (demo)

(31)

Terminate properly

 To avoid malicious code, you could terminate your program with an infinite loop, such as

@6

0; JMP

(32)

Built-in symbols

symbol value

R0 0

R1 1

R2 2

… …

R15 15

SCREEN 16384

KBD 24576

symbol value

SP 0

LCL 1

ARG 2

THIS 3

THAT 4

 R0, R1, …, R15 : virtual registers

 SCREEN and KBD : base address of I/O memory maps

 Others: used in the implementation of the Hack Virtual Machine

 Note that Hack assembler is case-sensitive, R5 != r5

(33)

Branching

// Program: branch.asm // if R0>0

//    R1=1

// else

//    R1=0

(34)

Branching

// Program: branch.asm // if R0>0

//    R1=1 // else //    R1=0

@R0

D=M // D=RAM[0]

@8

D; JGT // If R0>0 goto 8

@R1

M=0 // R1=0

@10

0; JMP // go to end

@R1

M=1 // R1=1

(35)

Branching

// Program: branch.asm // if R0>0

//    R1=1 // else //    R1=0

@R0

D=M // D=RAM[0]

@8

D; JGT // If R0>0 goto 8

@R1

M=0 // R1=0

@10

0; JMP // go to end

@R1

M=1 // R1=1

@10

(36)

Branching with labels

// Program: branch.asm // if R0>0

//    R1=1 // else //    R1=0

@R0

D=M // D=RAM[0]

@POSTIVE

D; JGT // If R0>0 goto 8

@R1

M=0 // R1=0

@END

0; JMP // go to end (POSTIVE)

@R1

M=1 // R1=1

(END)

declare a label refer a label

@0 D=M

@8

D;JGT

@1 M=0

@10 0;JMP

@1 M=1

@10

0; JMP 0

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

(37)

if condition { code block 1 } else {

code block 2 }

code block 3 High level:

D condition

@IF_TRUE D;JEQ

code block 2

@END 0;JMP (IF_TRUE)

code block 1 (END)

code block 3 Hack:

IF logic – Hack style

Hack convention:

True is represented by -1

False is represented by 0

(38)

Coding examples (practice)

Exercise: Implement the following tasks using Hack commands:

1.

goto 50

2.

if D==0 goto 112

3.

if D<9 goto 507

4.

if RAM[12] > 0 goto 50

5.

if sum>0 goto END

6.

if x[i]<=0 goto NEXT.

(39)

Coding examples (practice)

Exercise: Implement the following tasks using Hack commands:

1.

goto 50

2.

if D==0 goto 112

3.

if D<9 goto 507

4.

if RAM[12] > 0 goto 50

5.

if sum>0 goto END

6.

if x[i]<=0 goto NEXT.

1. @50 0; JMP 2. @112

D; JEQ 3. @9

D=D-A

@507 D; JLT 4. @12

D=M

@50

D; JGT

5. @sum D=M

@END D: JGT 6. @i

D=M

@x

A=D+M D=M

@NEXT

D; JLE

(40)

variables

// Program: swap.asm // temp = R1

// R1 = R0

// R0 = temp

(41)

variables

// Program: swap.asm // temp = R1

// R1 = R0 // R0 = temp

@R1 D=M

@temp

M=D // temp = R1

@R0 D=M

@R1

M=D // R1 = temp

@temp D=M

@R0

M=D // R0 = temp

(END)

@END

 When a symbol is encountered, the assembler looks up a symbol table

 If it is a new label, assign a number (address of the next available memory cell) to it.

 For this example, temp is assigned with 16.

 If the symbol exists, replace it with the number recorded in the table.

 With symbols and labels, the

program is easier to read and

(42)

Hack program (exercise)

Exercise: Implement the following tasks using Hack commands:

1.

sum = 0

2.

j = j + 1

3.

q = sum + 12 – j

4.

arr[3] = -1

5.

arr[j] = 0

6.

arr[j] = 17

(43)

Hack program (exercise)

Exercise: Implement the following tasks using Hack commands:

1.

sum = 0

2.

j = j + 1

3.

q = sum + 12 – j

4.

arr[3] = -1

5.

arr[j] = 0

6.

arr[j] = 17

1. @sum M=0 2. @j

M=M+1 3. @sum

D=M

@12 D=D+A

@j

D=D-M

@q M=D

4. @arr D=M

@3 A=D+A M=-1 5. @j

D=M

@arr A=D+M M=0

6. @j D=M

@arr D=D+M

@ptr M=D

@17 D=A

@ptr

A=M

M=D

(44)

WHILE logic – Hack style

while condition { code block 1 }

Code block 2

High level:

(LOOP)

D  condition

@END D;JNE

code block 1

@LOOP 0;JMP (END)

code block 2

Hack:

Hack convention:

True is represented by -1

False is represented by 0

(45)

Complete program example

// Adds 1+...+100.

int i = 1;

int sum = 0;

while (i <= 100){

sum += i;

i++;

}

C language code:

Hack assembly convention:

Variables: lower-case

Labels: upper-case

Commands: upper-case

(46)

Complete program example

i = 1;

sum = 0;

LOOP:

if (i>100) goto END sum += i;

i++;

goto LOOP END:

Pseudo code:

// Adds 1+...+100.

@i // i refers to some RAM location M=1 // i=1

@sum // sum refers to some RAM location M=0 // sum=0

(LOOP)

@i

D=M // D = i

@100

D=D-A // D = i - 100

@END

D;JGT // If (i-100) > 0 goto END

@i

D=M // D = i

@sum

M=D+M // sum += i

@i

M=M+1 // i++

@LOOP

0;JMP // Got LOOP

Hack assembly code:

Hack assembly convention:

Variables: lower-case

Labels: upper-case

Commands: upper-case

(47)

Example

// for (i=0; i<n; i++)  // arr[i] = ‐1;

Pseudo code:

(48)

Example

// for (i=0; i<n; i++)  // arr[i] = ‐1;

Pseudo code:

i = 0 (LOOP)

if (i‐n)>=0 goto END arr[i] = ‐1

i++

goto LOOP

(END)

(49)

Example

// for (i=0; i<n; i++)  // arr[i] = ‐1;

@i M=0 (LOOP)

@i D=M

@n D=D‐M

@END D; JGE

@arr D=M

@i A=D+M M=‐1

@i M=M+1

Pseudo code:

i = 0 (LOOP)

if (i‐n)>=0 goto END arr[i] = ‐1

i++

goto LOOP

(END)

(50)

Perspective

 Hack is a simple machine language

 User friendly syntax: D=D+A instead of ADD D,D,A

 Hack is a “½-address machine”: any operation that needs to operate on the RAM must be specified using two commands: an A-command to address the RAM, and a subsequent C-command to operate on it

 A Macro-language can be easily developed

 D=D+M[XXX] => @XXX followed by D=D+M

 GOTO YYY => @YYY followed by 0; JMP

 A Hack assembler is needed and will be discusses and developed later in

the course.

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