Difference between revisions of "CSC231 Homework 6 2017"
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==Problem Statement== | ==Problem Statement== | ||
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− | Write an assembly language program called '''hw6.asm''' similar to the one with work out in class, but with a few important differences, listed below. You can find the program we wrote in class [[CSC231_Developing_the_Game_of_Life_in_Assembly | here]]. | + | Write an assembly language program called '''hw6.asm''' that implements a 1-dimensional ''game of life'', similar to the one with work out in class, but with a few important differences, listed below. You can find the program we wrote in class [[CSC231_Developing_the_Game_of_Life_in_Assembly | here]]. |
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− | :# Your program will use an ''include'' file to get the array dish, which contains the initial | + | :# Your program will use an ''include'' file to get the array '''dish''', which contains the initial generation of cells. |
:# Your program will not use a single '''loop''' instruction, and will implement all the loops using '''cmp''' and '''jump''' instructions (conditionals and unconditional jumps will be used). | :# Your program will not use a single '''loop''' instruction, and will implement all the loops using '''cmp''' and '''jump''' instructions (conditionals and unconditional jumps will be used). | ||
− | :# Your program will not necessarily set the first and last cells of newGen to 0, as the program we wrote in class did. The first and last cells of dish are different from the others in that they only have 1 neighbor. | + | :# Your program will not necessarily set the first and last cells of newGen to 0, as the program we wrote in class did. The first and last cells of dish are different from the others in that they only have 1 neighbor. While our program automatically decided that the first and last cells would die in the next generation, your program won't. Instead it will see if these boundary cells have 1 live neighbor or not, and if they do, will make them live in newGen. |
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==Using an Include File== | ==Using an Include File== | ||
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− | The concept is simple: you put part of the code into a separate file, and you use an "''%include''" statement inside the main program to tell nasm that it should read the contents of the include file as part of this program. | + | The concept of an include file is simple: you put part of the code into a separate file, and you use an "''%include''" statement inside the main program to tell nasm that it should read the contents of the include file as part of this program. |
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The code below illustrates how this is done. We have two files: | The code below illustrates how this is done. We have two files: | ||
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This is what the evaluateHw6.sh program does: it makes a copy of your hw6.asm program in a new directory, puts there a different, unknown (to you) dishArray.inc file, assembles and links the two, and run the resulting executable, comparing its output to the output of the solution program. | This is what the evaluateHw6.sh program does: it makes a copy of your hw6.asm program in a new directory, puts there a different, unknown (to you) dishArray.inc file, assembles and links the two, and run the resulting executable, comparing its output to the output of the solution program. | ||
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− | </ | + | ==Submission== |
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+ | * Submit your program on Moodle, in the Homework 6 section. | ||
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Latest revision as of 09:54, 3 April 2017
--D. Thiebaut (talk) 18:56, 1 April 2017 (EDT)
Contents
Game Of Life Without Loop Instructions
For this assignment, you need to write a game of life program in assembly, and the challenge is to implement it without using the loop instruction, using only the cmp instruction and conditional jumps.
Problem Statement
Write an assembly language program called hw6.asm that implements a 1-dimensional game of life, similar to the one with work out in class, but with a few important differences, listed below. You can find the program we wrote in class here.
- Your program will use an include file to get the array dish, which contains the initial generation of cells.
- Your program will not use a single loop instruction, and will implement all the loops using cmp and jump instructions (conditionals and unconditional jumps will be used).
- Your program will not necessarily set the first and last cells of newGen to 0, as the program we wrote in class did. The first and last cells of dish are different from the others in that they only have 1 neighbor. While our program automatically decided that the first and last cells would die in the next generation, your program won't. Instead it will see if these boundary cells have 1 live neighbor or not, and if they do, will make them live in newGen.
Using an Include File
The concept of an include file is simple: you put part of the code into a separate file, and you use an "%include" statement inside the main program to tell nasm that it should read the contents of the include file as part of this program.
The code below illustrates how this is done. We have two files:
- GameOfLifeDemo.asm
- That's the main program. It contains the data section and the code section. In the data section is a statement %include "dishArray.inc that instructs nasm to read this other file
- dishArray.inc
- This file contains the definitions of
- the dish array,
- the constant N, and
- the number of generations maxGen.
demo.asm
;;; ; demo.asm ;;; ; Authors: D. Thiebaut and CSC231 Class ;;; ; ;;; ; Demo program illustrating how to ;;; ; use an include file to feed the dish ;;; ; array to the program. ;;; ; ;;; ; to assemble and run: ;;; ; ;;; ; nasm -f elf -F stabs demo.asm ;;; ; ld -melf_i386 -o demo demo.o ;;; ; ./demo ;;; ; ------------------------------------------------------------------- ;;; ------------------------------------------------------------ ;;; data areas ;;; ------------------------------------------------------------ section .data ;;; the current dish with its cells. We use 0 and 1 to ;;; indicate dead and live cells, respectively. %include "dishArray.inc" ;;; the new generation of cells. That's the "future" of the ;;; cells in the dish. We make it the same size as dish, and ;;; fill it with N dead cells. newGen times N db 0 ;;; dishP is a string that will contain ' ' or '!' for ;;; each 0 or 1 in dish. dishP times N db ' ' db 10 ; add a \n at the end ; of dishP generation dd 0 ; save ecx from for generation loop i dd 0 ; used by for loops ;;; ------------------------------------------------------------ ;;; code area ;;; ------------------------------------------------------------ section .text global _start _start: main: ;;; ------------------------------------------------------------- ;;; print( dish ) ;; first we copy dish into dishP and at the same ;; time replace 0 by ' ' and 1 by '!' ;;; for i in range( N ): mov esi, dish mov edi, dishP mov dword[i], 0 forPrint: cmp dword[i], N jge forPrintEnd mov al, byte[esi] add al, ' ' ;0 becomes ' ', 1 becomes '!' mov byte[edi], al inc esi ;esi points to next byte in dish inc edi ;edi points to next byte in dispP ;; i++, loop back inc dword[i] jmp forPrint forPrintEnd: ;; print dishP as a string. mov eax, 4 ;prints dishP to screen mov ebx, 1 mov ecx, dishP ;dishP address mov edx, N+1 ;+1 to include the \n int 0x80 ;;; exit() exit: mov eax,1 mov ebx,0 int 0x80 ; final system call
dishArray.inc
padding0 db 0 dish db 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 db 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0 db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 N equ $-dish padding1 db 0 maxGen dd 10
- The variables padding0 and padding1 are extra 0 bytes around the array dish. They will always be there around the array, and if you can make use of them in your program, please do so. Otherwise, please ignore them.
- N is a nasm constant that is equal to the number of bytes (or cells) in dish.
- maxGen is the maximum number of generations your program should output. Since the program prints the initial generation of cells plus maxGen generations, the total number of lines your program will output should be equal to maxGen + 1.
Note that in the Game of Life program we generated in class together, we used 20 as the number of generations. In your new version, you shouldn't use a constant, but rather whatever number is in the int variable maxGen.
Running the Demo Program
231b@aurora ~ $ nasm -f elf demo.asm 231b@aurora ~ $ ld -melf_i386 demo.o -o demo 231b@aurora ~ $ ./demo ! ! ! ! ! ! ! ! ! !
- You should verify that it prints the ASCII version of the dish array defined in the dishArray.inc file.
- For fun, modify the 0s and 1s inside the array dish, in the dishArray.inc file (you may remove some, or add new 1s or 0s), and assemble, link, and run the demo program again. You should see the new output reflect your changes.
- Similarly, change the number stored in maxGen, in dishArray.inc, re-assemble, link, and execute, and see how your change affects the output.
Testing Your Program
I have created a program called evaluateHw6.sh to test your hw6.asm program. It will give you some information relative to whether your program is output the correct generations or not.
Just type:
evaluateHw6.sh
on the command line to test your program.
You may have guessed why this assignment is asking you to write a two-file program. It is because by doing so, your hw6.asm code can be tested with different initial dish contents, and for different many generations, without having to change your program. Only the dishArray.inc file needs to be changed.
This is what the evaluateHw6.sh program does: it makes a copy of your hw6.asm program in a new directory, puts there a different, unknown (to you) dishArray.inc file, assembles and links the two, and run the resulting executable, comparing its output to the output of the solution program.
Submission
- Submit your program on Moodle, in the Homework 6 section.