Assembly Language (at long last!)
CS 301 Lecture, Dr. Lawlor
OK, so in the last two weeks, we've looked at bits, bit operations,
hexadecimal, tables, and finally machine code (in excruciating
detail). Together, these are everything you need to know in order
to understand assembly language. Assembly language is, simply, a
line-by-line copy of machine code transcribed into human-readable words.
For example, we've been using the "move into register 0" instruction
(0xb8) a lot. In an assembler, you can emit the same machine code
with this little assembly language program:
mov eax,5
ret
(Try this in NetRun now!)
The assembler (NASM, in this case) will then spit out the following machine code:
00000000 <foo>:
0: b8 05 00 00 00 mov eax,0x5
5: c3 ret
6: c3 ret
Note the middle column contains the same 0xb8 and so on that in HW2, we
wrote by hand. (The duplicate "ret" instructions are because
NetRun always puts in a spare "ret" instruction at the end, in case you
forget.)
The big advantage of using an assembler is that you don't
need to remember all the funky arcane numbers, like 0xb8 or 0xc3 (these
are "opcodes"). Intead, you remember a human-readable name like
"mov" (short for "move"). This name is called an "opcode
mnemonic", but it's always the first thing in a CPU "instruction", so I
usually will say "the mov instruction" rather than "the instruction
that the mov opcode mnemonic stands for".
There are several parts to this line:
- "mov" is the "opcode", "instruction", or "mnemonic". It
corresponds to the first byte (or so!) that tells the CPU what to do,
in this case move a value from one place to another. The opcode tells the CPU what to do.
- "eax" is the destination of the move, also known as the
"destination operand". It's a register, register number 0, and it happens to be 32
bits wide, so this is a 32-bit move.
- 5 is the source of the moved data, also known as the "source
operand". It's a constant, so you could use an expression (like
"2+3*1") or a label (like "foo") instead.
- A semicolon indicates the start of a comment. Unlike in C/C++/Java/C#/..., semicolons are OPTIONAL in assembly!
- A newline. Unlike in C/C++/Java/C#/..., you MUST have a newline after each line of assembly.
Unlike C/C++, assembly is line-oriented, so the following WILL NOT WORK:
mov eax,
5
Yup, line-oriented stuff is indeed annoying. Be careful that your
editor doesn't mistakenly add newlines to long lines of text! I
usually leave off the semicolons for lines without comments, because
otherwise I find myself tempted to do this:
mov ecx, 5; mov eax, 3; Whoops!
It doesn't look like it, but the semicolon makes that second instruction A COMMENT!
Assembly Instructions
A list of all possible x86 instructions can be found in:
The really important opcodes are listed in my cheat sheet.
Most programs can be writen with mov, the arithmetic instructions
(add/sub/mul), the function call instructions (call/ret), the stack
instructions (push/pop), and the conditional jumps
(cmp/jmp/jl/je/jg/...). We'll learn about these over the
next few weeks!
Assembly Registers
Registers are where you store data in assembly language--there aren't
any variables, so everything has to either go in registers or somewhere
in memory.
Here are the commonly-used x86 registers:
- rax. This is the register that stores a function's return value.
- rax, rcx, rdx, rsi, rdi. "Scratch" registers you can always overwrite
with any value. Note that "ebx" is NOT scratch!
- rdi, rsi, rdx, rcx, ... In 64-bit mode, these registers contain function arguments, in left-to-right order.
- rsp, rbp. Registers used to run the stack. Be careful with these!
"Scratch" registers you're allowed to overwrite and use for anything
you want. "Preserved" registers serve some important purpose somewhere
else, so you have to put them back ("save" the register) if you use
them.
Each of these registers is available in several sizes:
- rax is the 64-bit, "long" size register. It was added in 2003. I've marked the added-with-64-bit registers in red below.
- eax is the 32-bit, "int" size register. It was added in 1985.
- ax is the 16-bit, "short" size register. It was added in 1979.
- al
and ah are the 8-bit, "char" size parts of the register. al is
the low 8 bits (like ax&0xff), ah is the high 8 bits (like
ax>>8). They're original back to 1971.
Notes
|
64-bit
| 32-bit
|
16-bit
|
8-bit
|
Values are returned from functions in this register. Multiply instructions put the low bits of the result here too.
|
rax
|
eax
|
ax
|
ah and al
|
Typical scratch register. Some instructions use it as a counter (such as SAL or REP).
|
rcx
|
ecx
|
cx
|
ch and cl
|
Scratch register. Multiply instructions put the high bits of the result here.
|
rdx
|
edx
|
dx
|
dh and dl
|
Preserved register: don't use it without saving it!
|
rbx
|
ebx
|
bx
|
bh and bl
|
The stack pointer. Points to the top of the stack.
|
rsp
|
esp
|
sp
|
spl
|
Preserved register. Sometimes used to store the old value of the stack pointer, or the "base".
|
rbp
|
ebp
|
bp
|
bpl
|
Scratch register. Also used to pass argument #2 in 64-bit mode (on Linux).
|
rsi
|
esi
|
si
|
sil
|
Scratch register. Argument #1.
|
rdi
|
edi
|
di
|
dil
|
Scratch register. These were added in 64-bit mode, so the names are slightly different.
|
r8
|
r8d
|
r8w
|
r8b
|
Scratch register.
|
r9
|
r9d
|
r9w
|
r9b
|
Scratch register.
|
r10
|
r10d
|
r10w
|
r10b
|
Scratch register. |
r11
|
r11d
|
r11w
|
r11b
|
Preserved register.
|
r12
|
r12d
|
r12w
|
r12b
|
Preserved register. |
r13 |
r13d |
r13w |
r13b |
Preserved register. |
r14 |
r14d |
r14w |
r14b |
Preserved register. |
r15 |
r15d |
r15w |
r15b |
Curiously, you can write a 64-bit value into rax, then read off the low
32 bits from eax, or the low 16 bitx from ax, or the low 8 bits from al--it's just one register, but they keep on extending it!
For example,
mov rcx,0xf00d00d2beefc03; load 64-bit constant
mov eax,ecx; pull out low 32 bits
ret
(Try this in NetRun now!)
Arithmetic In Assembly
Here's how you add two numbers in assembly:
- Put the first number into a register
- Put the second number into a register
- Add the two registers
- Return the result
Here's the C/C++ equivalent:
int a = 3;
int c = 7;
a += c;
return a;
And finally here's the assembly code:
mov eax, 3
mov ecx, 7
add eax, ecx
ret
(executable NetRun link)
Here are the x86 arithmetic instructions. Note that they *all*
take just two registers, the destination and the source.
Opcode
|
Does
|
Example
|
add
|
+
|
add eax,ecx
|
sub
|
-
|
sub eax,ecx
|
imul
|
*
|
imul eax,ecx
|
idiv
|
/
|
idiv eax,ecx
|
and
|
&
|
and eax,ecx
|
or
|
|
|
or eax,ecx
|
xor
|
^
|
xor eax,ecx
|
not
|
~
|
not eax
|
Be careful doing these! Assembly is *line* oriented, so you can't say:
add (sub eax,ecx),edx
but you can say:
sub eax,ecx
add eax,edx
In assembly, arithmetic has to be broken down into one operation at a time!
Dissasembly at Runtime
You can just typecast a function pointer over to an unsigned char, and play with the bytes of a function's machine code:
int bar(void) { /* some random function: we look at bar's machine code below! */
return 2;
}
int foo(void) {
const unsigned char *data=(unsigned char *)(&bar);
for (int i=0;i<10;i++) /* print out the bytes of the bar function */
std::cout<<"0x"<<std::hex<<(int)data[i]<<"\n";
return 0;
}
(Try this in NetRun now!)
This prints out *exactly* the machine code we would write:
0xb8 Opcode for "mov eax,"
0x2 Constant to load into eax (4 bytes)
0x0
0x0
0x0
0xc3 Opcode for "ret"
You can also click "Disassemble" in NetRun to see the assembly and machine code the compiler or assembler produces.
Hierarchy of "REALLY"
- Some people think Facebook is REALLY interesting.
- Facebook's webdeveloper says no, REALLY what's happening is my Javascript is moving some DOM XML around.
- The main Firefox backend guy says no, REALLY what's happening is my C++ code is simulating your Javascript.
- The lead compiler developer says no, REALLY what's happening is my compiler is generating some assembly code from your C++.
- An assembly programmer says no, REALLY what's happening is my assembly code is moving some registers around.
- A machine code programmer says no, REALLY what's happening is 0xb8 0x01 0x00 0x00 0x00 0xc3.
- A high-level CPU designer says no, REALLY what's happening is your instructions are lighting up various circuits on my chip.
- A low-level CPU designer says no, REALLY what's happening is your circuits are lighting up my transistors.
- A solid-state physicist says no, REALLY what's happening is your
transistors are changing the orbital states on my silicon atoms.
- A quantum physicist says no, REALLY what's happening is your silicon atoms are just affecting the wavefunctions of my electrons.
- An
M-theory physicist says no, REALLY an electron is just an illusion
caused by the 5-dimensional vibrations of an 11-dimensional membrane.
Thus, the notion that Facebook is interesting is REALLY an illusion.