Loader - Class Notes
Loader - Class Notes
Chapter 3
System Software
An introduction to systems programming
Leland L. Beck
1
Introduction
To execute an object program, we needs
» Relocation, which modifies the object program so that it can be loaded at
an address different from the location originally specified
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Overview of Chapter 3
Type of loaders
» assemble-and-go loader
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Assemble-and-go Loader
Characteristic
» the object code is stored in memory after assembly
Advantage
» simple, developing environment
Disadvantage
» whenever the assembly program is to be executed, it has to be
assembled again
» programs have to be coded in the same language
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Design of an Absolute Loader
Absolute Program
» Advantage
– Simple and efficient
» Disadvantage
– the need for programmer to specify the actual address
– difficult to use subroutine libraries
Program Logic
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Fig. 3.2 Algorithm for an absolute
loader
Begin
read Header record
verify program name and length
read first Text record
while record type is not ‘E’ do
begin
{if object code is in character form, convert into internal
representation}
move object code to specified location in memory
read next object program record
end
jump to address specified in End record
end
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Object Code Representation
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A Simple Bootstrap Loader
Bootstrap Loader
» When a computer is first tuned on or restarted, a special type
of absolute loader, called bootstrap loader is executed
» This bootstrap loads the first program to be run by the
computer -- usually an operating system
Example (SIC bootstrap loader)
» The bootstrap itself begins at address 0
» It loads the OS starting address 0x80
» No header record or control information, the object code is
consecutive bytes of memory
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Fig. 3.3 SIC Bootstrap Loader
Logic
Begin
X=0x80 (the address of the next memory location to be loaded
Loop
AGETC (and convert it from the ASCII character code to the value of
the hexadecimal digit)
save the value in the high-order 4 bits of S
AGETC
combine the value to form one byte A (A+S)
store the value (in A) to the address in register X
XX+1
End GETC Aread one character
if A=0x04 then jump to 0x80
0~9 : 30~39 if A<48 then GETC
A~F : 41~46 A A-48 (0x30)
if A<10 then return
A A-7
return
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Relocating Loaders
Motivation
» efficient sharing of the machine with larger memory and when
several independent programs are to be run together
» support the use of subroutine libraries efficiently
Two methods for specifying relocation
» modification record (Fig. 3.4, 3.5)
» relocation bit (Fig. 3.6, 3.7)
– each instruction is associated with one relocation bit
– these relocation bits in a Text record is gathered into bit
masks
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Modification Record
For complex machines
Also called RLD specification
» Relocation and Linkage Directory
Modification record
col 1: M
col 2-7: relocation address
col 8-9: length (halfbyte)
col 10: flag (+/-)
col 11-17: segment name
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Fig. 3.5
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Relocation Bit
For simple machines
Relocation bit
Text record
» 0: no modification is necessary col 1: T
» 1: modification is needed col 2-7: starting address
col 8-9: length (byte)
col 10-12: relocation bits
col 13-72: object code
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Fig. 3-7
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