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Loader

Loaders and linkers are used to execute object programs by performing relocation, linking, and loading programs into memory. There are different types of loaders like assemble-and-go, absolute, relocating, and direct linking loaders. Relocating loaders modify programs to allow loading at different addresses using modification records or relocation bits. Linking combines object programs and resolves external references between them using linkage editors or linking loaders in multiple passes.

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0% found this document useful (0 votes)
11 views

Loader

Loaders and linkers are used to execute object programs by performing relocation, linking, and loading programs into memory. There are different types of loaders like assemble-and-go, absolute, relocating, and direct linking loaders. Relocating loaders modify programs to allow loading at different addresses using modification records or relocation bits. Linking combines object programs and resolves external references between them using linkage editors or linking loaders in multiple passes.

Uploaded by

Ebnazer James
Copyright
© © All Rights Reserved
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Loaders and Linkers

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
» Linking, which combines two or more separate object programs
and supplies the information needed to allow references between
them
» Loading and Allocation, which allocates memory location and
brings the object program into memory for execution

2
Overview of Chapter 3

 Type of loaders
» assemble-and-go loader
» absolute loader (bootstrap loader)
» relocating loader (relative loader)
» direct linking loader
 Design options
» linkage editors
» dynamic linking
» bootstrap loaders

3
Assemble-and-go Loader

 Characteristic
» the object code is stored in memory after assembly
» single JUMP instruction
 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

4
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

5
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

6
Object Code Representation

 Figure 3.1 (a)


» each byte of assembled code is given using its hexadecimal
representation in character form
» easy to read by human beings
 In general
» each byte of object code is stored as a single byte
» most machine store object programs in a binary form
» we must be sure that our file and device conventions do not
cause some of the program bytes to be interpreted as
control characters

7
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

8
Fig. 3.3 SIC Bootstrap Loader Logic
Begin
X=0x80 (the address of the next memory location to be loaded
Loop
AGETC (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
AGETC
combine the value to form one byte A (A+S)
store the value (in A) to the address in register X
XX+1 GETC Aread one character
End if A=0x04 then jump to 0x80
if A<48 then GETC
0~9 : 48
A~F : 65 A  A-48 (0x30)
if A<10 then return
A  A-7 (48+7=55)
return
9
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

10
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

11
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

 Twelve-bit mask is used in each Text record


» since each text record contains less than 12 words
» unused words are set to 0
» any value that is to be modified during relocation must
coincide with one of these 3-byte segments
– e.g. line 210

12
Program Linking

 Goal
» Resolve the problems with EXTREF and EXTDEF from different
control sections
 Linking
» 1. User, 2. Assembler, 3. Linking loader
 Example
» Program in Fig. 3.8 and object code in Fig. 3.9
» Use modification records for both relocation and linking
– address constant
– external reference

13
Program Linking Example

Program A Program B Program C


Label Expression LISTA, ENDA LISTB, ENDB LISTC, ENDC
REF1 LISTA local, R, PC external external
REF2 LISTB+4 external local, R, PC external
REF3 ENDA-LISTA local, A external external
REF4 ENDA-LISTA+LISTC local, A external local, R
REF5 ENDC-LISTC-10 external external local, A
REF6 ENDC-LISTC+LISTA-1 local, R external local, A
REF7 ENDA-LISTA-(ENDB-LISTB) local, A local, A external
REF8 LISTB-LISTA local, R local, R external

14
Program Linking Example
 Fig. 3.10
 Load address for control sections
» PROGA 004000 63
» PROGB 004063 7F
» PROGC 0040E2 51
 Load address for symbols
» LISTA: PROGA+0040=4040
» LISTB: PROGB+0060=40C3
» LISTC: PROGC+0030=4112
 REF4 in PROGA
» ENDA-LISTA+LISTC=14+4112=4126
» T0000540F000014FFFFF600003F000014FFFFC0
» M00005406+LISTC

15
Program Logic and Data Structure
 Two Passes Logic
» Pass 1: assign addresses to all external symbols
» Pass 2: perform the actual loading, relocation, and linking
 ESTAB (external symbol table)
Control section Symbol Address Length
Progam A 4000 63
LISTA 4040
ENDA 4054
Program B 4063 7F
LISTB 40C3
ENDB 40D3
Program C 40E2 51
LISTC 4112
ENDC 4124 16
Pass 1 Program Logic

 Pass 1:
» assign addresses to all external symbols
 Variables
» PROGADDR (program load address) from OS
» CSADDR (control section address)
» CSLTH (control section length)
» ESTAB
 Fig. 3.11(a)
» Process Define Record

17
Pass 2 Program Logic

 Pass 1:
» perform the actual loading, relocation, and linking
 Modification record
» lookup the symbol in ESTAB
 End record for a main program
» transfer address
 Fig. 3.11(b)
» Process Text record and Modification record

18
Improve Efficiency

 Use local searching instead of multiple searches of


ESTAB for the same symbol
» assign a reference number to each external symbol
» the reference number is used in Modification records
 Implementation
» 01: control section name
» other: external reference symbols
 Example
» Fig. 3.12

19
Figure 3.12

Ref No. Symbol Address


1 PROGA 4000
2 LISTB 40C3
3 ENDB 40D3
4 LISTC 4112
5 ENDC 4124
PROGA
Ref No. Symbol Address Ref No. Symbol Address
1 PROGB 4063 1 PROGC 4063
2 LISTA 4040 2 LISTA 4040
3 ENDA 4054 3 ENDA 4054
4 LISTC 4112 4 LISTB 40C3
5 ENDC 4124 5 ENDB 40D3
PROGB PROGC
20

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