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Homework 6 Introduction to LC-3 Assembly Solution

Overview



The goal of this assembly assignment is to familiarize you with coding in the LC-3 assembly language. This will involve writing small programs, modifying memory, and converting from high-level code to assembly.







Instructions



2.1 Part 1: DeMorgan’s Revenge (or.asm)




For this part, notice that the LC-3 assembly language directly accommodates AND and NOT operations with corresponding instructions but not an OR instruction.




Use your knowledge of DeMorgan’s Laws to compute A | B.




Open or.asm, and notice there are three labels. The labels A and B point to two .fill values to be OR’d.




Store the result of A | B in memory at the third label ANSWER.




2.2 Part 2: Arrays { Summing Negative Numbers (sum negative.asm)







For this part, write a program which traverses an array and sums all of the negative numbers (there will also be positive numbers in the array).




Open sum negative.asm, and notice there are three labels. The labels ARRAY ADDR and ARRAY LEN point to the starting address and length of the array.







Before HALTing the program, be sure to store the result at the third label ANSWER.




Note: The sum will not necessarily be negative. For example, if there is over ow, you might end up with a positive number.




2.3 Part 3: Arrays { Selection Sort (select.asm)




For this part, write a program which sorts an array in ascending order according to the selection sort algorithm.




Consider the following pseudocode:




for i = 0 to ARRAY_LEN - 1: # Iterate through every position in the array




min_idx = i # Find the element that will move to position i




Everything before index i is sorted, so we are



looking for the minimum value after index i



for j = i + 1 to ARRAY_LEN:




if ARRAY_ADDR[j] < ARRAY_ADDR[min_idx]:




min_idx = j




Swap the value that belongs here with the current



value; these might be the same value!



(and index i might be equal to index min_idx)



swap(ARRAY_ADDR[i], ARRAY_ADDR[min_idx])




Open select.asm, and notice that there are two labels. The labels ARRAY ADDR and ARRAY LEN correspond to the starting address and length of the array, respectively.







Note: This sort should be in-place, so when your program nishes, the location in memory that contained your original array should now contain the sorted array.



2.4 Part 4: Strings { Comparing (strcmp.asm)




For this part, write a program which compares two null-terminated strings, or sequences of characters, according to the following speci cation:




The function should store either 1, 0, or -1 at the label ANSWER according to whether the rst string is greater than, equal to, or less than the second string




Determine greater than, equal to, or less than by comparing their ASCII values




Consider the following examples:




strcmp("dogcat", catdog")
==
1
strcmp("whether", "whither")
== -1
strcmp("", "blank")
== -1
strcmp("same", "same")
==
0



Open strcmp.asm, and notice there are three labels. The labels ADDR STR 1 and ADDR STR 2 correspond to the starting addresses of the rst and second strings to be compared.







The process is very simple: Iterate through both strings, comparing the character values at the same indices. When you nd an inequality, or one of the two characters is a zero, stop the iteration and compute the result based on those two characters. If both characters are zero, the strings are equal. If one character is zero, that string comes rst because it’s shorter. Otherwise, compare the di ering characters, and the string with the smaller character value comes rst.




Store the result at the third label ANSWER.




Note: Strings are zero-terminated sequences of 16-bit words. Consider the string "ASSEMBLY" starting at address x4000. The ASCII value for character ’A’ (x0041) is stored at x4000, the ASCII for character ’S’ (x0053) is stored at x4001, etc. Finally, the value 0 is stored at address x4008. You, of course, do not need to memorize or interpret the ASCII table to determine which value is smaller.




2.5 Part 5: Linked List { Finding Extrema (max min.asm)







For this part, write a program that traverses a singly-linked list of nodes and nds both the maximum and minimum elements, where each node is comprised of a next address that points to the next node and an integer data. Consider the following pseudocode:




node = HEAD_ADDR




if node
== NULL:
# For
an empty list, set some invalid values:
max =
MIN_INT
# -
The smallest possible number for max
min = MAX_INT
# -
The largest possible number for min
else:


# For a non-empty list, initialize with the head node’s data:
max = mem[node + 1]
# Remember: mem[node + 1] is the node’s integer data
min = mem[node + 1]




node = mem[node]
# Remember: mem[node] is the node’s next address
while node != 0:
# For all remaining nodes in the list:
if mem[node + 1] max:
# Check for a new max
max = mem[node + 1]




if mem[node + 1] < min:
# Check for a new min
min = mem[node + 1]




node = mem[node]
# How do we get the address of the next node?






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Once again, each node of this list is comprised of two consecutive 16-bit values in memory: The address of the next node and the data being stored.




Consider an example list with a HEAD ADDR, or starting node, at address x4000.







Address | Contents
| Comments
---------
+
----------
+--------------
x4000
|
x4004
| Node 1: next
x4001
|
x0035
| Node 1: data
x4002
|
x345A
| ...
x4003
|
x7441
| ...
x4004
|
x4008
| Node 2: next
x4005
|
x0101
| Node 2: data
x4006
|
x0000
| Node 4: next
x4007
|
xA000
| Node 4: data
x4008
|
x4006
| Node 3: next
x4009
|
xB000
| Node 3: data



Observe that Node 1 points to Node 2 (at address x4004). Node 2 points to Node 3 (at address x4008). Node 3 points to Node 4 (at address x4006). Finally, Node 4 points to address x0000 (i.e. NULL), signaling the end of the list!




Our autograder will, in general, store nodes near x4000, so please avoid writing any instructions or storing any data near there.




Store max at ANSWER MAX and min at ANSWER MIN.










Deliverables



Please upload the following les to the assignment on Gradescope:




or.asm



sum negative.asm



select.asm



strcmp.asm



max min.asm






Be sure to check your score to see if you submitted the right les, as well as your email frequently until the due date of the assignment for any potential updates.







LC-3 Assembly Programming Requirements



4.1 Overview




Your code must assemble with NO WARNINGS OR ERRORS. To assemble your program, open the le with Complx. It will complain if there are any issues. If the code in this le does not assemble, you WILL get a zero for that le.



Comment your code! This is especially important in assembly, because it’s much harder to interpret what is happening later, and you’ll be glad you left yourself notes on what certain instructions are con-tributing to the code. Comment things like what registers are being used for and what less intuitive lines of code are actually doing. To comment code in LC-3 assembly just type a semicolon (;), and the rest of that line will be a comment.






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Avoid stating the obvious in your comments; it doesn’t help in understanding what the code is doing. Try to write high-level pseudo-code instead!



Good Comment




ADD R3, R3, -1 ; counter--




BRp LOOP ; if counter == 0 don’t loop again




Bad Comment




ADD R3, R3, -1 ; Decrement R3




BRp LOOP ; Branch to LOOP if positive




DO NOT assume that ANYTHING in the LC-3 is already zero. Treat the machine as if your program was loaded into a machine with random values stored in the memory and register le.



Following from 3. You can randomize the memory and load your program by doing File - Randomize and Load.



Do not add any comments beginning with @plugin or change any comments of this kind.



Test your assembly. Don’t just assume it works and turn it in.






Hints



5.1 Pseudo-Ops




Pseudo-Ops are directions for the assembler that aren’t actually instructions in the ISA.




1. .orig: Tells the assembler to put this block of code at the desired address.




Example: .orig x3000 will put the block of code at address x3000.




2. .stringz "something": Will put a string of characters in memory followed by NULL (which is a single ASCII character with the value 0).




Example: .stringz "sanjay" will put the ASCII code for the letter ‘s’ in the rst memory location, the code for ‘a’ in the second memory location, and so on until putting ‘y’ in the next-to-last position and NULL (which again, has the ASCII code 0) in the last memory location as the terminator.




3. .blkw n: A pseudo-op that will allocate the next n locations of memory for a speci ed label.




4. .fill value: A pseudo-op that will put the value in that memory location.




5. .end: A psuedo-op that denotes the end of an address block. Matches with an .orig.




5.2 Traps




Traps are subroutines built into the LC-3 to help simplify instructions. Some helpful TRAPS include:




HALT: HALT is an alias for a TRAP that will stop the LC-3 from running



OUT: OUT is an alias for a TRAP that will take whatever character is in R0 and print it to the console



PUTS: PUTS is an alias for a TRAP that will print a string of characters with the starting address saved in R0 until it reaches a NULL (0) character



GETC: GETC is another TRAP alias that will take in a character input and store it in R0



Being an alias for a TRAP instruction means that the assembler will convert them to TRAP instructions at assembly time. For example, if you write HALT in your code, the assembler will convert it to the instruction, TRAP x25 for you.







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5.3 Example




The following small example will demonstrate the use of these Traps and pseudo-ops:




.orig x3000 ; Where the code will begin




LEA R0, HW ; Loads the address of the string into R0




PUTS ; Print the string whose address is in R0




HALT ; Stops the program from executing




HW .stringz "Hello. \n" ; Stores the word ’Hello’ in memory with ’H’ be located at




; address x3003, ’e’ will be located at address x3004, etc




.end ; Denotes the end of the address block







Rules and Regulations



6.1 General Rules




Starting with the assembly homeworks, any code you write must be meaningfully commented. You should comment your code in terms of the algorithm you are implementing; we all know what each line of code does.



Although you may ask TAs for clari cation, you are ultimately responsible for what you submit. This means that (in the case of demos) you should come prepared to explain to the TA how any piece of code you submitted works, even if you copied it from the book or read about it on the internet.



Please read the assignment in its entirety before asking questions.



Please start assignments early, and ask for help early. Do not email us the night the assignment is due with questions.



If you nd any problems with the assignment it would be greatly appreciated if you reported them to the author (which can be found at the top of the assignment). Announcements will be posted if the assignment changes.



6.2 Submission Conventions




All les you submit for assignments in this course should have your name at the top of the le as a comment for any source code le, and somewhere in the le, near the top, for other les unless otherwise noted.



When preparing your submission you may either submit the les individually to Canvas/Gradescope or you may submit an archive (zip or tar.gz only please) of the les. You can create an archive by right clicking on les and selecting the appropriate compress option on your system. Both ways (uploading raw les or an archive) are exactly equivalent, so choose whichever is most convenient for you.



Do not submit compiled les, that is .class les for Java code and .o les for C code. Only submit the les we ask for in the assignment.



Do not submit links to les. The autograder does not understand it, and we will not manually grade assignments submitted this way as it is easy to change the les after the submission period ends.



6.3 Submission Guidelines




You are responsible for turning in assignments on time. This includes allowing for unforeseen circum-stances. If you have an emergency let us know IN ADVANCE of the due time supplying documentation (i.e. note from the dean, doctor’s note, etc). Extensions will only be granted to those who contact us in advance of the deadline and no extensions will be made after the due date.






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You are also responsible for ensuring that what you turned in is what you meant to turn in. After submitting you should be sure to download your submission into a brand new folder and test if it works. No excuses if you submit the wrong les, what you turn in is what we grade. In addition, your assignment must be turned in via Canvas/Gradescope. Under no circumstances whatsoever we will accept any email submission of an assignment. Note: if you were granted an extension you will still turn in the assignment over Canvas/Gradescope.



There is a 6-hour grace period added to all assignments. You may submit your assignment without penalty up until 11:55PM, or with 25% penalty up until 5:55AM. So what you should take from this is not to start assignments on the last day and plan to submit right at 11:54AM. You alone are responsible for submitting your homework before the grace period begins or ends; neither Canvas/Gradescope, nor your aky internet are to blame if you are unable to submit because you banked on your computer working up until 11:54PM. The penalty for submitting during the grace period (25%) or after (no credit) is non-negotiable.



6.4 Syllabus Excerpt on Academic Misconduct




Academic misconduct is taken very seriously in this class. Quizzes, timed labs and the nal examination are individual work.




Homework assignments are collaborative, In addition many if not all homework assignments will be evaluated via demo or code review. During this evaluation, you will be expected to be able to explain every aspect of your submission. Homework assignments will also be examined using computer programs to nd evidence of unauthorized collaboration.




What is unauthorized collaboration? Each individual programming assignment should be coded by you. You may work with others, but each student should be turning in their own version of the assignment. Submissions that are essentially identical will receive a zero and will be sent to the Dean of Students’ O ce of Academic Integrity. Submissions that are copies that have been super cially modi ed to conceal that they are copies are also considered unauthorized collaboration.




You are expressly forbidden to supply a copy of your homework to another student via electronic means. This includes simply e-mailing it to them so they can look at it. If you supply an electronic copy of your homework to another student and they are charged with copying, you will also be charged. This includes storing your code on any site which would allow other parties to obtain your code such as but not limited to public repositories (Github), pastebin, etc. If you would like to use version control, use github.gatech.edu










6.5 Is collaboration allowed?




Collaboration is allowed on a high level, meaning that you may discuss design points and concepts relevant to the homework with your peers, share algorithms and pseudo-code, as well as help each other debug code. What you shouldn’t be doing, however, is pair programming where you collaborate with each other on a single instance of the code. Furthermore, sending an electronic copy of your homework to another student for them to look at and gure out what is wrong with their code is not an acceptable way to help them, because it is frequently the case that the recipient will simply modify the code and submit it as their own. Consider instead using a screen-sharing collaboration app, such as http://webex.gatech.edu/, to help someone with debugging if you’re not in the same room.























































































































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