posts/lc3: added
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@ -33,6 +33,12 @@ The backend is written in Python using the Flask framework,
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while the frontend is written in TypeScript with Mithril.js.
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There are neat features like dark mode and responsive, mobile-friendly design.
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## [lc-3 vm](/lc3)
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Rust implementation of the Little Computer-3 educational architecture as a virtual machine.
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LC-3 is a simplified 16-bit computer that can run programs and games like 2048.
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Concepts found in LC-3, like the fetch-execute loop, and assembly, are foundations of modern computing.
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## [bitmask](https://github.com/dogeystamp/bitmask)
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A Python library that helps with manipulating bit flags. It provides
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posts/lc3.md
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# making a virtual machine from scratch (in rust)
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2024-01-20
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Computers are wonderful machines that can do many things.
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However, even though they are very complex, at their core they are surprisingly simple.
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In fact, with only basic programming knowledge,
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it is possible to simulate a fully-functioning computer akin to modern ones.
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In this post, I document how I built a virtual machine for Little Computer 3 (LC-3),
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an educational computer model.
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LC-3 may be simple, but it works the same way any modern computer does:
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through implementing it, you get a glimpse of how real architectures like x86 or ARM work.
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Besides that, once you're finished, you can play 2048 in the VM you created from scratch.
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Is there anything more gratifying?
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Writing a virtual machine is also a great test of your programming ability.
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I decided to do this project in Rust, in order to learn how the language works hands-on.
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I've mostly had experience with C and Python before this, and this was my first Rust project.
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However, this article will focus more on the virtual machine aspect, rather than the Rust.
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If you're just looking for the source code, check it out on GitHub: [dogeystamp/lc3-vm](https://github.com/dogeystamp/lc3-vm).
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## prerequisite reading
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I assume you have a certain amount of fundamental knowledge before reading this article:
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- **Programming knowledge** (preferably in Rust or C).
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I assume you know programming decently well, but are not familiar with virtual machines.
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I'll give code analogies in C, and I assume you can figure out what the Rust means with prior knowledge in other languages.
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- **Binary arithmetic**.
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Computers, at their fundamental level, deal with exclusively binary.
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You should know [bitwise operations](https://www.hackerearth.com/practice/basic-programming/bit-manipulation/basics-of-bit-manipulation/tutorial/),
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like left/right shift, AND, NOT, OR, etc. to see how binary is manipulated.
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You should also be familiar with hexadecimal and binary number representation.
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Besides that, I aim for this article to be shorter and more of an overview of topics that were interesting to me.
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For all the context and implementation details, see Justin Meiners' and Ryan Pendleton's [blog post](https://www.jmeiners.com/lc3-vm/)
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which meticulously explains LC-3,
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as well as the [LC-3 ISA specification](https://www.jmeiners.com/lc3-vm/supplies/lc3-isa.pdf).
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## what's inside a VM?
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Starting off, here is some theory to get you in context.
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Skim this if you are familiar with how everything works.
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LC-3 can be modeled with three simple components: the processor and registers (CPU), and memory (RAM).
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```
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registers
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[ ][ ][ ][ ][ ]
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[ ][ ][ ][ ][ ]
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+-------------+ +------------------------+
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| | | |
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| processor |-----| memory |
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+-------------+ | |
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+------------------------+
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```
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### memory
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First, *memory* is where most temporary data lives in the computer.
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The easiest way for me to visualize it is a huge C-style array:
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```
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uint16_t mem[65536];
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```
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Instead of an index, we use an "address" for each element.
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Just like an array, we can read and write (get or set) the data at each address.
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When the computer shuts down, all data in memory is lost.
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(For data to persist, we use storage like hard drives, but LC-3 doesn't have this.)
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In LC-3, each element in memory is 16 bits, or 2 bytes.
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At this level, memory does not have any types as they do in languages like C:
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it's all raw binary.
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Typed variables, malloc and the stack are all abstractions on top of memory.
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### registers
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Second, *registers* are where data that is immediately useful is stored.
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They are also 16-bit just like memory elements.
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Think of it as having fixed variables.
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LC-3 has 10 registers:
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- the general purpose R0 to R7,
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- Program Counter (PC),
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- and the Processor Status Register (PSR).
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I'll explain the last two later.
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Just like variables, you can assign values to the general purpose registers, and read from them:
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```
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uint16_t r0 = 0;
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...
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uint16_t r7 = 0;
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r6 = r0 + r7;
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r3 -= 3;
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```
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The reason registers exist when we already have memory is that it's way more convenient to use.
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Physically, registers are closer to the processor than memory is,
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and are therefore much faster.
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Besides that, reading/writing from memory usually takes more instructions than just using registers.
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However, in exchange for convenience and speed, you have to deal with a limited amount of registers.
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### processor
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Finally, the *processor* is where the real computing happens.
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The processor reads *instructions* one by one, and executes them.
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Instructions are like statements in higher level code, but much simpler.
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LC-3 only has 15 different types of instructions,
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that do things like "read memory at this address and load the value into R4".
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Instructions are just 16-bit binary data.
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Again, read the [ISA specification](https://www.jmeiners.com/lc3-vm/supplies/lc3-isa.pdf)
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for detailled information about this.
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For example, the spec says this is how to ADD two registers and store the result in a third register:
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```
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ADD
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| 0 0 0 1 | DR | SR1 | 0 0 0 | SR2 |
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```
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DR (Destination Register), SR1 (Source Register) and SR2 are all placeholders for general registers.
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For example, if we wanted to do `r1 = r2 + r3`:
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```
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ADD r1 r2 (...) r3
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| 0 0 0 1 | 0 0 1 | 0 1 0 | 0 0 0 | 0 1 1 |
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or in hex:
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0x1283
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```
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As you can see, this is pure binary data,
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and as such can be read by the processor.
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When you compile a C program, machine code like this is what comes out.
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There exists *assembly* which is a human-readable version of this binary.
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Unlike regular code, it is a 1-to-1 correspondence to the binary.
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For example, the above ADD instruction would be
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```
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ADD R1, R2, R3 ; you can put comments using semicolon
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```
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Using an assembler, a programmer can convert the assembly code into the pure binary program that LC-3 can read.
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### fetch-execute loop
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Now that the individual parts are explained, we move on to how it all works together.
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So far, I haven't explained where the instructions actually come from.
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Since instructions are just binary data, we actually just place a series of them (a program) in memory:
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```
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address value (hex) equivalent assembly code
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0x3000: [e002] (LEA R0, HELLO_WORLD)
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0x3001: [f022] (PUTS)
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0x3002: [f025] (HALT)
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...
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```
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The Program Counter (PC) register we talked about earlier is a pointer to the instructions inside a program in memory.
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In LC-3, as seen above, PC starts at the address `0x3000`.
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The processor will perform a *fetch-execute* loop:
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- Fetch the instruction in memory using the PC (`instr = mem[PC]`)
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- Increment PC (`PC += 1`)
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- Execute the instruction
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- Repeat on the next instruction
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Until it reaches an instruction to stop (HALT), the processor will continue this loop.
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Remember that **PC points to the next instruction**, not the current one!
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This often tripped me up implementing the virtual machine.
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The reason it doesn't point to the current instruction is that it makes the mechanisms in the next section easier to understand.
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### control flow
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If statements, switches, and loops are all implemented using two instructions, `JMP` and `BR`,
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which alter PC.
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`JMP` (jump) directly sets the value of PC,
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which means on the next fetch-execute loop, the processor will not execute the next instruction,
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but rather the instruction at the new PC.
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This is what `goto` in C does under the hood.
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Meanwhile, `BR` (branch) conditionally sets the value of PC.
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Remember the PSR register mentioned earlier?
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The bottom few bits in PSR contain *condition flags*.
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Condition flags essentially represent the sign of the result of an operation like AND or ADD.
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Respectively, they're P (Positive), Z, (Zero), N (Negative).
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`BR` works with these flags:
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for example `BRnz` is "jump if result is negative or zero".
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Let's see how a for loop would be implemented this way:
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```
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AND R1, R1, #0 ; set R1 to 0 (anything bitwise and 0 is 0)
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ADD R1, #5 ; set R1 = R1 + 5
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LOOP_START ; this is a label
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... (for loop body)
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ADD R1, #-1 ; R1 = R1 + (-1) (decrement)
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BRp LOOP_START ; loop back. once assembled, the label becomes a numerical address offset
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HALT ; we're done
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```
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The equivalent in C:
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```
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for (int i = 5; i > 0; i--) {
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// for loop body
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}
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```
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It's also common practice to AND a register with itself to check if it is positive/negative/zero.
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The the register AND itself is the same value, which allows testing without altering the register's contents.
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### subroutine calls
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LC-3 has support for "subroutines", which are like functions but less convenient.
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Practically, LC-3 can jump into a subroutine, then at the end of the subroutine, jump back to the place where the subroutine was called.
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This works using instructions like JSR, and RET.
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JSR means "jump subroutine", and it is essentially the same as JMP, however it also saves the current PC into the register R7.
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At the end of the subroutine, we put the instruction RET, which is actually a disguised JMP.
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RET means "JMP to the address given in R7", which means return to the place where we originally used JSR.
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An example usage:
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```
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AND R1, R1, #0 ; random code
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JSR SOME_ROUTINE ; call subroutine
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HALT
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SOME_ROUTINE
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ADD, R1, #1 ; random subroutine code
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RET ; return
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```
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This code will first set R1 to 0, jump into the subroutine, increment R1, then return to the main part and stop the program.
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### memory mapped i/o
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Earlier, when I described how the LC-3 virtual machine works, I omitted a pretty significant component:
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input and output.
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I/O is the sole method that the virtual machine can communicate with the outside world, whether it's receiving user input,
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or sending output.
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LC-3 uses a terminal for I/O, which means it can work with standard input (stdin) and standard output (stdout).
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Input is done via keyboard, and output via display.
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The way this works is *memory-mapped I/O*.
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In LC-3's memory, there are specific addresses that connect to external I/O devices.
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```
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+----------------+ +----------+
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··· -----| memory |-----| terminal |
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+----------------+ +----------+
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```
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This is useful because LC-3 can reuse the existing instructions for loading/storing from memory to talk to the terminal.
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When it manipulates the special memory-mapped locations (device registers), it doesn't actually store or load data from memory,
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but it communicates with the peripherals like the display or keyboard.
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Here is a full list of memory-mapped addresses in LC-3:
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```
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addr name short description
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0xFE00 keyboard status register (KBSR) has a key been pressed?
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0xFE02 keyboard data register (KBDR) what key was pressed?
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0xFE04 display status register (DSR) can the display receive a character?
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0xFE06 display data register (DDR) character to send to the display
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0xFFFE machine control register (MCR) power button
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```
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For example, to read keyboard input, a program would first poll bit 15 (the ready bit) of KBSR to wait for the user to press a key.
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If the bit is `0`, then the program keeps waiting.
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Otherwise, the bit is `1`, and that means the user pressed a key.
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Then, the program reads bits [7:0] from KBDR into its registers.
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This contains the key that was pressed, encoded as ASCII.
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To read more characters, it would continue this loop.
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As an aside, remember that by convention, the least significant bit (the right-most units bit) is bit 0,
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and the other bits are numbered right-to-left as 1, 2, 3, and so on.
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Not realizing this has caused me issues while implementing this VM,
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as the program was reading from bit 15, while my VM was providing information on bit 0 (which if numbered left to right, is bit 15).
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Displaying data is similar: the program first polls bit 15 of DSR (the ready bit) until the display is ready to receive a character.
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Then, the program stores a character in DDR encoded as ASCII.
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This character is finally sent to the display.
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The program can also halt the computer (shut it down) by setting MCR to all zeroes.
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For detailled information, again, consult the [LC-3 ISA specification](https://www.jmeiners.com/lc3-vm/supplies/lc3-isa.pdf),
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specifically the Device Register Assigments.
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## assorted implementation details
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Now that we've gone through the basics of how LC-3 works, I'll go through some interesting details that I encountered during implementation.
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If you came here to follow along implementing yourself, I recommend you read [Meiners' and Pendleton's](https://www.jmeiners.com/lc3-vm/) LC-3 blog post,
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which is actually a tutorial.
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For a Rust version, see [Rodrigo Araujo's implementation](https://www.rodrigoaraujo.me/posts/lets-build-an-lc-3-virtual-machine/).
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### endianness
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Endianness is the order bytes are stored in memory within a word (a single piece of data).
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There's big endian, and little endian.
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By definition, big endian starts with the most significant byte,
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and little endian starts with the least significant byte.
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By "most significant", it means in numbers like decimal 123, the hundreds position is "more significant" than the units position.
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However, I find it more comprehensible to think that big endian is the "natural" order,
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while little endian is the "reversed" order.
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For example, take the number `0x12345678`.
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On a big endian system, it would be stored in memory like this:
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```
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address value (hex)
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0x0001: 12
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0x0002: 34
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0x0003: 56
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0x0004: 78
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```
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However, on a little endian system, it would be like this:
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```
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address value (hex)
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0x0001: 78
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0x0002: 56
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0x0003: 34
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0x0004: 12
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```
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[Supposedly, ](https://softwareengineering.stackexchange.com/questions/95556)
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it is easier to deal with little endian on processors,
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which is why it is used in many popular CPU architectures.
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However, LC-3 uses big endian.
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This is an issue to consider during implementation.
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For example, if you use `hexdump` on a program file, you may see this:
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```
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0000000 0030 02e0 22f0 25f0 7900 6f00 7500 2000
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0000010 6c00 6900 6b00 6500 2000 7600 6900 7200
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0000020 7400 7500 6100 6c00 6900 7a00 6900 6e00
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0000030 6700 2000 6200 6f00 7900 7300 2000 6400
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0000040 6f00 6e00 7400 2000 7900 6f00 7500 0000
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```
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This is actually incorrect output!
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`hexdump` assumes groups of two bytes are a single little-endian word,
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so it flips it to make it the proper order.
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However, LC-3 data is in big endian order.
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`hexdump -C` prints bytes as they are on disk, which produces the proper ordering:
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```
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00000000 30 00 e0 02 f0 22 f0 25 00 79 00 6f 00 75 00 20
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00000010 00 6c 00 69 00 6b 00 65 00 20 00 76 00 69 00 72
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00000020 00 74 00 75 00 61 00 6c 00 69 00 7a 00 69 00 6e
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00000030 00 67 00 20 00 62 00 6f 00 79 00 73 00 20 00 64
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00000040 00 6f 00 6e 00 74 00 20 00 79 00 6f 00 75 00 00
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```
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It is important to flip bytes or specify that the data is big-endian when reading programs into memory from a file.
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### integer overflow
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You may know that because integers are represented by a finite amount of bits,
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it is possible for them to overflow when they get too big.
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For LC-3, we usually implement registers and memory using unsigned 16-bit integers,
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which gives us a range of 0-65535.
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This is also the limit of our memory's size, since we can not represent an address bigger than that.
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The same issue makes 32-bit computers unable to have more than around 4GB of memory (`(1 << 32) - 1`).
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When integers overflow, they often wrap around back to 0 or the lowest number possible.
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This is necessary behaviour on the LC-3, as it makes it possible to use signed numbers in 2's complement.
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There is no subtract operation, we just add negative numbers, and it magically wraps around to the correct value.
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However, we usually do not want integer overflow, so Rust complains when it happens:
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```
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error: this arithmetic operation will overflow
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--> test.rs:2:20
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2 | println!("{}", 65535u16+1u16)
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| ^^^^^^^^^^^^^ attempt to compute `u16::MAX + 1_u16`, which would overflow
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|
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```
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Earlier, I mentioned [Rodrigo Araujo's VM](https://www.rodrigoaraujo.me/posts/lets-build-an-lc-3-virtual-machine/),
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which was also written in Rust.
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This implementation served as a Rust reference for me.
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In his instruction implementations, he uses casts to perform wrapping arithmetic:
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```
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let addr = (vm.registers.get_reg(base_r) as u32 + offset as u32) as u16;
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```
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First, he adds parameters as 32-bit unsigned ints, then casts it back to 16-bit unsigned.
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I personally thought that this would result in truncating the extra bits,
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however upon further experimentation it turned out that it does a modulo operation in the cast.
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This means that if the value exceeds the u16 limit, it wraps back to 0.
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Personally, I found this to be a very janky, implicit way to perform wrapping arithmetic.
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After all, it took me multiple Google searches and a bit of testing to be sure of what the code was doing.
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In my own code, I use explicit syntax for a wrapping addition:
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```
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let addr = vm.registers.get_reg(base_r).wrapping_add(offset);
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```
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This code is much clearer, and, quoting the Zen of Python, `Explicit is better than implicit.`
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### traps
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|
||||
Earlier, in the memory-mapped I/O section, we saw how LC-3 can use memory-mapped I/O to talk to external peripherals.
|
||||
You may have noticed that all of this is a very tedious process just to get some user input.
|
||||
To simplify things, LC-3 implements *traps*.
|
||||
Traps are essentially utility subroutines that make life easier.
|
||||
These can be accessed with the TRAP instruction, along with a code to specify which subroutine the program wants (the trap vector).
|
||||
|
||||
However, instead of the programmer writing these subroutines, traps are part of an operating system on the LC-3.
|
||||
The operating system is also a program (it is also comprised of a bunch of instructions in memory), however it runs with higher privileges than the user program.
|
||||
The OS is stored in a special location in memory, earlier than the user program memory.
|
||||
|
||||
When a TRAP instruction is called, LC-3 takes the trap vector, looks up a corresponding address in the trap vector table (a section in memory before the operating system),
|
||||
then calls that address as if using the JSR instruction on a subroutine.
|
||||
These addresses all lead to subroutines within the OS.
|
||||
For a C analogy, it's like the trap vector table is an array of function pointers,
|
||||
where the functions are part of the operating system.
|
||||
|
||||
Here is a list of trap subroutines in LC-3.
|
||||
Consult the [LC-3 ISA specification](https://www.jmeiners.com/lc3-vm/supplies/lc3-isa.pdf) for a detailled explanation.
|
||||
|
||||
```
|
||||
trap vector name description
|
||||
|
||||
0x20 GETC get a single character from keyboard (like C's getchar())
|
||||
0x21 OUT put a single character to terminal
|
||||
0x22 PUTS put a string to terminal
|
||||
0x23 IN get a single character with echo (show the character typed)
|
||||
0x24 PUTSP put a string to terminal (two characters packed per memory address)
|
||||
0x25 HALT shut down the computer
|
||||
```
|
||||
|
||||
As you can see, these are high level wrappers for the memory-mapped I/O seen in the last section,
|
||||
and are also much friendlier to work with in general.
|
||||
Importantly, these routines can all be implemented in LC-3 code.
|
||||
|
||||
For my own virtual machine though, and Justin Meiner's VM that inspired it, we do not actually write assembly code for trap routines.
|
||||
Instead, in the VM itself, we intercept these trap calls, and perform the tasks in high-level C or Rust code, instead of LC-3 assembly.
|
||||
This is generally simpler, although less faithful to the specification.
|
||||
Because of this, it is also not necessary to implement some of the memory-mapped registers, like the display registers, and the machine control register.
|
||||
|
||||
For example, here is my code that performs GETC:
|
||||
|
||||
```
|
||||
fn trap_getc(vm: &mut VM) {
|
||||
while vm.mem.get_mem(0xFE00) & (1 << 15) == 0 {}
|
||||
vm.registers.r0 = vm.mem.get_mem(0xFE02) & 0xFF;
|
||||
}
|
||||
```
|
||||
|
||||
First, we poll the Keyboard Ready bit, then we load the keypress into the VM's registers.
|
||||
This type of implementation is much more convenient than writing raw assembly.
|
||||
My own GETC is not really efficient, but using standard library `getchar()` or an alternative would avoid polling the ready bit constantly.
|
||||
Right now, with the polling loop, we use up a lot of CPU on the host machine running the VM,
|
||||
when we are doing nothing but waiting.
|
||||
However, this is the only choice if you actually implement the trap routines in assembly.
|
||||
|
||||
### terminal input/output
|
||||
|
||||
We've seen in the last section the interface LC-3 provides for I/O, but in this section, I'll explain concretely *how* the terminal interface works in my own implementation.
|
||||
|
||||
In my LC-3 VM, only the keyboard device registers and the output-related trap routines are directly implemented.
|
||||
The input-related trap routines are based on the keyboard device registers.
|
||||
|
||||
#### output
|
||||
|
||||
First, output is relatively simple : we just use the built-in print functions.
|
||||
|
||||
```
|
||||
fn trap_puts(vm: &mut VM) {
|
||||
let mut idx = vm.registers.r0;
|
||||
loop {
|
||||
let c = vm.mem.get_mem(idx) as u8 as char;
|
||||
if c == '\0' {
|
||||
break;
|
||||
}
|
||||
|
||||
print!("{}", c);
|
||||
idx += 1;
|
||||
}
|
||||
let _ = io::stdout().flush();
|
||||
}
|
||||
```
|
||||
|
||||
For example, to output a null-terminated string, we loop through it and print each character, breaking when we see a null.
|
||||
Importantly, *remember to flush stdout*.
|
||||
This makes sure the output actually appears when needed, and fixes some visual glitches.
|
||||
|
||||
#### input
|
||||
|
||||
Input is more difficult.
|
||||
There are a few problems we need to fix:
|
||||
|
||||
- **Blocking input**: Normal standard library input functions block,
|
||||
which means that your code will stop and wait until the user types their input.
|
||||
LC-3 requires that the CPU be able to keep running and periodically check if input comes in,
|
||||
instead of pausing everything to wait for input.
|
||||
- **Buffered input**: In a terminal, input is buffered, which means that input is only sent to the program when you press Enter.
|
||||
This behaviour is called "canonical mode".
|
||||
This is not what we want: we want to get raw keypresses.
|
||||
It would not be fun to have to press Enter after each keypress for it to register.
|
||||
- **Echo**: In a terminal, when you type, the letters you type show up.
|
||||
This behaviour is called echo.
|
||||
We do not want this: we want the program to silently read user input to avoid visual clutter.
|
||||
|
||||
We'll first get rid of canonical mode and echo.
|
||||
This can be done on Linux using termios:
|
||||
|
||||
```
|
||||
fn setup_termios() {
|
||||
let mut term: Termios = Termios::from_fd(STDIN_FILENO).unwrap();
|
||||
term.c_lflag &= !(ICANON | ECHO);
|
||||
// TCSANOW: "the change occurs immediately"
|
||||
tcsetattr(STDIN_FILENO, TCSANOW, &term).unwrap();
|
||||
|
||||
// when leaving the program we want to be polite and undo the above changes
|
||||
ctrlc::set_handler(|| {
|
||||
restore_terminal();
|
||||
// typical CTRL-C exit code
|
||||
std::process::exit(130);
|
||||
})
|
||||
.expect("Failed to set CTRL-C handler");
|
||||
}
|
||||
```
|
||||
|
||||
Here, we disable the `ICANON` and `ECHO` bit-flags.
|
||||
We also set a Ctrl-C handler:
|
||||
if we exit the LC-3 VM unexpectedly,
|
||||
we don't want to be stuck with weird terminal settings.
|
||||
All `restore_terminal` does is flip on the flags we disabled.
|
||||
|
||||
Now, we have instant, silent input.
|
||||
However, we still block on input.
|
||||
This means that with code that deals with user input,
|
||||
the program freezes up between keypresses.
|
||||
|
||||
To fix this, we need *non-blocking input*.
|
||||
There are libraries to do this, however I decided to use standard Rust features to do it instead.
|
||||
|
||||
We first create a thread dedicated to managing stdin.
|
||||
This thread will block until the user presses a key, however it does not block the main thread.
|
||||
There is a "channel" between this thread and the main thread that allows one-way communication.
|
||||
This channel is like a queue data structure : the input thread can send information about key-presses,
|
||||
and when the main thread is ready, it can receive this information when it wants to.
|
||||
|
||||
In Rust, I use a `TerminalIO` struct to implement this:
|
||||
|
||||
```
|
||||
impl TerminalIO {
|
||||
pub fn new() -> TerminalIO {
|
||||
setup_termios();
|
||||
TerminalIO {
|
||||
stdin_channel: Self::spawn_stdin_channel(),
|
||||
char: None,
|
||||
}
|
||||
}
|
||||
|
||||
fn spawn_stdin_channel() -> Receiver<u8> {
|
||||
// https://stackoverflow.com/questions/30012995
|
||||
let (tx, rx) = mpsc::channel::<u8>();
|
||||
let mut buffer: [u8; 1] = [0];
|
||||
thread::spawn(move || loop {
|
||||
let _ = io::stdin().lock().read_exact(&mut buffer);
|
||||
let _ = tx.send(buffer[0]);
|
||||
});
|
||||
rx
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Here, we use a closure (the `move` here means that the function acquires the variables in the outside scope)
|
||||
that runs in a new thread.
|
||||
It is an infinite loop that waits for a single byte of input from the user,
|
||||
then transmits it over the channel back to the main thread.
|
||||
|
||||
Back in the main thread, I then implement the KBSR and KBDR registers:
|
||||
|
||||
```
|
||||
impl KeyboardIO for TerminalIO {
|
||||
fn get_key(&mut self) -> Option<u8> {
|
||||
let c = self.char;
|
||||
self.char = None;
|
||||
c
|
||||
}
|
||||
|
||||
fn check_key(&mut self) -> bool {
|
||||
match self.char {
|
||||
Some(c) => true,
|
||||
None => match self.stdin_channel.try_recv() {
|
||||
Ok(key) => {
|
||||
self.char = Some(key);
|
||||
true
|
||||
}
|
||||
Err(mpsc::TryRecvError::Empty) => false,
|
||||
Err(mpsc::TryRecvError::Disconnected) => panic!("terminal keyboard stream broke"),
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
In the main thread, when the VM checks if there is a keypress ready through the Keyboard Ready bit,
|
||||
we attempt to receive a keystroke over the channel from the input thread.
|
||||
If the channel is empty, return that there is no keypress ready.
|
||||
Otherwise, store the character we received.
|
||||
Then, when the VM gets a key through the Keyboard Data register, we give it this character.
|
||||
|
||||
I personally find that this solution is elegant:
|
||||
it allows for the VM to keep working while waiting on user input,
|
||||
and it also doesn't take a bunch of boilerplate and working with obscure options like file descriptors.
|
||||
The input thread just uses normal input functions, and passes it over to the main thread to be read later.
|
||||
|
||||
## debugging
|
||||
|
||||
Implementing a virtual machine can often introduce hard-to-find bugs.
|
||||
Indeed, there's no such thing as a syntax error or a type error when you're dealing with assembly.
|
||||
When something goes wrong, you'll have absolutely no indication of where the issue stems from:
|
||||
you'll just see weird behaviour.
|
||||
With LC-3, though, you can be reasonably sure that the programs you're running (like 2048, Rogue),
|
||||
can be trusted to be bug-free, given that they've existed for years.
|
||||
Therefore, any bug most certainly stems from you, the virtual machine author.
|
||||
|
||||
To find the source of these bugs in your virtual machine implementation,
|
||||
I recommend that you read over the code implementing all the instructions,
|
||||
and compare it to the ISA specification.
|
||||
I find that this is in general great advice for programming anything that involves logic.
|
||||
It may not seem like reading will do much,
|
||||
but you will be able to catch many, many, dumb mistakes with this method.
|
||||
|
||||
Let's talk about my own experience debugging LC-3.
|
||||
Rogue worked perfectly,
|
||||
but when running the 2048 program, the game started to an empty grid.
|
||||
(Usually, 2048 has tiles in the grid.)
|
||||
Pressing keys would not do anything either.
|
||||
To fix this, I tried applying my earlier advice about re-reading your code.
|
||||
I read 70% of the instructions implementation file,
|
||||
then decided that it was probably not worth the effort to continue.
|
||||
(We will see later this was a bad decision.)
|
||||
|
||||
I then did run-time debugging of what was happening in the VM.
|
||||
First, I wrote some debug print statements (these are still available with the `--debug` flag of the VM.)
|
||||
These had the following format:
|
||||
|
||||
```
|
||||
PC: 0x3312, op: ADD, params: 0x261
|
||||
R0: 0x0
|
||||
R1: 0x29a
|
||||
R2: 0x0
|
||||
R3: 0x0
|
||||
R4: 0x0
|
||||
R5: 0x3017
|
||||
R6: 0x3ffc
|
||||
R7: 0x32db
|
||||
COND: 0x2 (Z)
|
||||
```
|
||||
|
||||
All the registers' contents are displayed, as well as information about the current instruction.
|
||||
Every cycle, this information is printed to stderr, which allows the debug stream to be piped into a log file separate from regular output.
|
||||
The log is useful, but is too fast to be read while the VM is running, and doesn't show any information about memory.
|
||||
Most importantly though, it doesn't have one of the best creature comforts that you'd expect from a debugger: breakpoints.
|
||||
|
||||
At this point, I figured it was probably best to use a real debugger.
|
||||
For those who have used C or C++ on Linux before, you probably have experience with using GDB to debug.
|
||||
GDB is a venerable debugger with a command-line interface.
|
||||
The user experience is quite unfriendly, but it's efficient, and fast.
|
||||
It turns out that GDB also works in Rust, with some slight modifications.
|
||||
This debugger, `rust-gdb`, comes packaged with the Rust compiler.
|
||||
|
||||
We can't just directly use `rust-gdb` to debug our virtual machine software though.
|
||||
The debugger doesn't understand LC-3 assembly;
|
||||
we can't just tell it to, for example, break on a given line in the LC-3 code.
|
||||
First, I set up a breakpoint in the fetch-execute loop.
|
||||
This means that entering `c` (continue) in GDB will step through a single LC-3 instruction.
|
||||
With the assembly source code in a separate window,
|
||||
it is possible to step through the execution of the program
|
||||
and examine the instructions and how they affect the registers.
|
||||
|
||||
However, stepping through instructions individually gets tedious eventually.
|
||||
Monitoring the PC register, I wrote down all the addresses of a few instructions as comments in the assembly source.
|
||||
It's also possible to get addresses by counting how many instructions there are in the source code.
|
||||
I then used GDB's conditional breakpoints to break in the VM only when PC reaches that address.
|
||||
In essence, this is a breakpoint within the LC-3 code.
|
||||
To make this process faster, I made a GDB macro to automate it:
|
||||
|
||||
```
|
||||
define vmb
|
||||
# set a breakpoint at VM addr $0
|
||||
break lc3::vm::instruction::execute_instruction if vm.registers.pc == $arg0 + 1
|
||||
set $vmb_break = $bpnum
|
||||
end
|
||||
```
|
||||
|
||||
This creates a new command that can be used to set breakpoints within LC-3.
|
||||
|
||||
Using this, I narrowed down the source of the bug in 2048 to the `RAND_MOD` subroutine,
|
||||
which is supposed to provide a random number within a given range.
|
||||
This is used to determine where a new tile is placed in the grid.
|
||||
When tested, it was giving a garbage number entirely outside the range argument.
|
||||
Then, I further narrowed the issue down to the division/modulo subroutine, `MOD_DIV`,
|
||||
giving the wrong answer.
|
||||
Stepping through this function,
|
||||
I finally found a single instruction that was behaving oddly: `NOT`.
|
||||
|
||||
As it turns out, I had made a very subtle typo in the implementation of this instruction:
|
||||
|
||||
```
|
||||
let res = !vm.registers.get_reg(sr);
|
||||
- vm.registers.set_reg_with_cond(sr, res);
|
||||
+ vm.registers.set_reg_with_cond(dr, res);
|
||||
```
|
||||
|
||||
Instead of performing the operation on the source register (`sr`) and storing the result in the destination register (`dr`),
|
||||
I had stored the result back in the source.
|
||||
In Rogue, this had not caused any issues, since that program only uses this instruction "in-place" (`NOT R0, R0`).
|
||||
However, this behaviour is obviously incorrect when the source and destination are different (`NOT R2, R1`), like in 2048.
|
||||
This spread corrupted data everywhere, and was hard to diagnose.
|
||||
|
||||
In the end, had I followed my earlier advice about re-reading the code, and I hadn't given up midway,
|
||||
I would've noticed this much quicker.
|
||||
Indeed, this will serve as a lesson for me to properly check over code I write in the future,
|
||||
and make sure that it is not sloppy.
|
||||
|
||||
# conclusion
|
||||
|
||||
While LC-3 is still a relatively simple program,
|
||||
implementing it as a virtual machine is still quite educational.
|
||||
I learned about the core functionality of computers,
|
||||
as well as how assembly works.
|
||||
Through LC-3, I also learned the basics of Rust
|
||||
and got more experience finding subtle bugs too.
|
||||
If you're looking to sharpen your skills in a language,
|
||||
consider the idea of writing a simple virtual machine.
|
||||
Or, maybe, a disassembler or assembler for LC-3.
|
||||
|
||||
Either way, the fact that just this small, contrived system can be so interesting is surprising.
|
||||
This is just a microcosm of computing,
|
||||
and there is so, so much more to discover.
|
||||
|
||||
Again, if you're interested in further reading about LC-3,
|
||||
read the [original blog post](https://www.jmeiners.com/lc3-vm/) that inspired this one.
|
||||
|
||||
Also, thank you for bearing with me this far.
|
||||
This post is longer than any that I've written up to now.
|
||||
I hope you enjoyed my journey with LC-3 as much as I did.
|
Loading…
Reference in New Issue
Block a user