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Winter 2020 SPO600 Weekly Schedule

5,382 bytes added, 13:19, 31 January 2020
Week 4 - Class II
* Strings and System Routines
** The [[6502 Emulator|6502 emulator]] has a 80x25 character display mapped starting at location '''$f000'''. Writing to a byte to screen memory will cause that character to be displayed at the corresponding location on the screen, if the character is printable. If the high bit is set, the character will be displayed in <span style="background:black;color:white;">&nbsp;reverse video </span>. For example, storing the ASCII code for "A" (which is 65 or $41) into memory location $f000 will display the letter "A" as the first character on the screen; ORing the value with 128 ($80) yields a value of 193 or $d1, and storing that value into $f000 will display <span style="background:black;color:white;">A</span> as the first character on the screen.
** A "ROM chip" with screen control routines is mapped into the emulator at the end of the memory space (at the time of writing, the current version of the ROM exists in pages $fe and $ff). Details of the available ROM routines can be viewed using the "Notes" button in the emulator or on the [[6502_Emulator#ROM_Routines|emulator page]] on this wiki.
** Strings in assembler are stored as sequences of bytes. As is usually the case in assembler, memory management is left to the programmer. You can terminate strings with null bytes (C-style), which are easy to detect one some CPUs (e.g., <code>lda</code> followed by <code>bne / beq</code> on a 6502), or you can use character counts to track string lengths.
* Building Code
** C code is built with the C compiler, typically called <code>cc</code> (which is usually an alias for a specific C compiler, such as <code>gcc</code>, <code>clang</code>, or <code>bcc</code>).
** The C compiler runs through four steps:
**# Preprocessing - performed by the C Preprocessor (<code>cpp</code>), this step handles directives such as <code>#include</code>, <code>#define</code>, and <code>#ifdef</code> to build produce a single source code text file, with cross-references to the original input files so that error messages can be displayed correctly (e.g., an error in an included file can be correctly reported by filename and line number).
**# Compilation - the C source code is converted to assembler, going through one or more intermedie representations (IR) such as [https://gcc.gnu.org/onlinedocs/gccint/GENERIC.html GENERIC] or [https://gcc.gnu.org/onlinedocs/gccint/GIMPLE.html GIMPLE], or [https://llvm.org/docs/LangRef.html LLVM IR].
**# Optimization - various optimization passes are performed at different stages of processing, but centered on IR at the compilation step.
**# Assembly - converts the assembly language code emitted by the compilation stage into binary object code.
**# Linking - connects code to functions (aka methods or procedures) which were compiled in other ''compilation units'' (they may be pre-compiled libraries available on the system, or they may be other pieces of the same code base which are compiled in separate steps). Linking may be static, where libraries are imported into the binary executable file of the output program, or linking may be dynamic, where additional information is added to the binary executable file so that a run-time linker can load and connect libraries at runtime.
* Other languages which are compiled to binary form, such as C++, Ocaml, Haskell, Fortran, and COBOL go through similar processing. Languages which do not compile to binary form are either compiled to a ''bytecode'' format (binary code that doesn't correspond to actual hardware), or left in original source format, and an interpreter reads and executes the bytecode or source code at runtime. Java and Python use bytecode; Bash and JavaScript interpret source code. Some interpreters build and cache blocks of machine code on-the-fly; this is called Just-in-Time (JIT) compilation.
 
* Compiler feature flags control the operation of the compiler on the source code, including optimiation passes. When using gcc, these "feature flags" take the form <code>-f[no-]'''featureName'''</code> -- for example:
** <code>-fbuiltin</code> -- enables the "builtin" feature
** <code>-fno-builtin</code> -- disables the "builtin" feature
* Feature flags can be selected in groups using the optimization (<code>-O</code>) level:
** <code>-O0</code> -- disables most (but not all) optimizations
** <code>-O1</code> -- enables basic optimizations that can be performed quickly
** <code>-O2</code> -- enables almost all safe operatimizations
** <code>-O3</code> -- enables agressive optimization, including optimizations which may not always be safe for all code (e.g., assuming +0 == -0)
** <code>-Os</code> -- optimzies for small binary and runtime size, possibly at the expense of speed
** <code>-Ofast</code> -- optimizes for fast execution, possibly at the expense of size
** <code>-Og</code> -- optimizes for debugging: applies optimizations that can be performed quickly, and avoids optimizations which convolute the code
* To see the optimizations which are applied at each level in gcc, use: <code>gcc -Q --help=optimizers -O'''level'''</code> -- it's interesting to compare the output of different levels, such as <code>-O0</code> and <code>-O3</code>
 
* Different CPUs in one family can have different capabilities and performance characteristics. The compiler options <code>-march</code> sets the overall architecture family and CPU features to be targetted, and the <code>-mtune</code> option sets the specific target for tuning. Thus, you can produce an executable that will work across a range of CPUs, but is specifically tuned to perform best on a certain model. For example, <code>-march=ivybridge -mtune=knl</code> will cause the processor to use features which are present on all Intel Ivy Bridge (and later) processors, but tuned for optimal performance on Knight's Landing processors. Similarly, <code>-march=armv8-a -mtune=cortex-a72</code> will cause the compiler to emit code which will safely run on any ARMv8-a processor, but be tuned specifically for the Cortex-A72 core.
 
* When building code on different platforms, there are a lot of variables which may need to be fed into the preprocessor, compiler, and linker. These can be manually specified, or they can be automatically determined by a tool such as GNU Autotools (typically visible as the <code>configure</code> script in the source code archive).
* The source code for large projects is divided into many source files for manageability. The dependencies between these files can become complex. When developing or debugging the software, it is often necessary to make changes in one or a small number of files, and it may not be necessary to rebuild the entire project from scratch. The [Make_and_Makefiles|<code>make</code>] utility is used to script a build and to enable rapid partial rebuilds after a change to source code files.
=== Week 4 Deliverables ===

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