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			152 lines
		
	
	
	
		
			6.3 KiB
		
	
	
	
		
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								<title>Symbol-table - Untitled</title>
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								<!--
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								This file documents the BFD library.
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								Copyright (C) 1991, 2000, 2001, 2003, 2006, 2007 Free Software Foundation, Inc.
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								Permission is granted to copy, distribute and/or modify this document
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								under the terms of the GNU Free Documentation License, Version 1.1 or
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								any later version published by the Free Software Foundation; with the
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								Invariant Sections being ``GNU General Public License'' and ``Funding
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								Free Software'', the Front-Cover texts being (a) (see below), and with
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								the Back-Cover Texts being (b) (see below).  A copy of the license is
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								included in the section entitled ``GNU Free Documentation License''.
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								(a) The FSF's Front-Cover Text is:
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								     A GNU Manual
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								(b) The FSF's Back-Cover Text is:
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								     You have freedom to copy and modify this GNU Manual, like GNU
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								     software.  Copies published by the Free Software Foundation raise
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								     funds for GNU development.-->
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								<p>
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								<a name="Symbol_002dtable"></a>Next: <a rel="next" accesskey="n" href="mmo-section-mapping.html#mmo-section-mapping">mmo section mapping</a>,
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								Previous: <a rel="previous" accesskey="p" href="File-layout.html#File-layout">File layout</a>,
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								Up: <a rel="up" accesskey="u" href="mmo.html#mmo">mmo</a>
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								<hr><br>
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								</div>
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								<h4 class="subsection">3.5.2 Symbol table format</h4>
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								<p>From mmixal.w (or really, the generated mmixal.tex) in
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								<a href="http://www-cs-faculty.stanford.edu/~knuth/programs/mmix.tar.gz">http://www-cs-faculty.stanford.edu/~knuth/programs/mmix.tar.gz</a>):
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								“Symbols are stored and retrieved by means of a <span class="samp">ternary
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								search trie</span>, following ideas of Bentley and Sedgewick. (See
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								ACM–SIAM Symp. on Discrete Algorithms <span class="samp">8</span> (1997), 360–369;
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								R.Sedgewick, <span class="samp">Algorithms in C</span> (Reading, Mass. 
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								Addison–Wesley, 1998), <span class="samp">15.4</span>.)  Each trie node stores a
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								character, and there are branches to subtries for the cases where
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								a given character is less than, equal to, or greater than the
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								character in the trie.  There also is a pointer to a symbol table
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								entry if a symbol ends at the current node.”
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								   <p>So it's a tree encoded as a stream of bytes.  The stream of bytes
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								acts on a single virtual global symbol, adding and removing
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								characters and signalling complete symbol points.  Here, we read
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								the stream and create symbols at the completion points.
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								   <p>First, there's a control byte <code>m</code>.  If any of the listed bits
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								in <code>m</code> is nonzero, we execute what stands at the right, in
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								the listed order:
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								<pre class="example">      (MMO3_LEFT)
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								      0x40 - Traverse left trie.
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								             (Read a new command byte and recurse.)
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								      (MMO3_SYMBITS)
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								      0x2f - Read the next byte as a character and store it in the
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								             current character position; increment character position.
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								             Test the bits of <code>m</code>:
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								             (MMO3_WCHAR)
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								             0x80 - The character is 16-bit (so read another byte,
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								                    merge into current character.
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								             (MMO3_TYPEBITS)
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								             0xf  - We have a complete symbol; parse the type, value
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								                    and serial number and do what should be done
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								                    with a symbol.  The type and length information
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								                    is in j = (m & 0xf).
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								                    (MMO3_REGQUAL_BITS)
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								                    j == 0xf: A register variable.  The following
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								                              byte tells which register.
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								                    j <= 8:   An absolute symbol.  Read j bytes as the
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								                              big-endian number the symbol equals.
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								                              A j = 2 with two zero bytes denotes an
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								                              unknown symbol.
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								                    j > 8:    As with j <= 8, but add (0x20 << 56)
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								                              to the value in the following j - 8
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								                              bytes.
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								                    Then comes the serial number, as a variant of
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								                    uleb128, but better named ubeb128:
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								                    Read bytes and shift the previous value left 7
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								                    (multiply by 128).  Add in the new byte, repeat
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								                    until a byte has bit 7 set.  The serial number
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								                    is the computed value minus 128.
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								             (MMO3_MIDDLE)
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								             0x20 - Traverse middle trie.  (Read a new command byte
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								                    and recurse.)  Decrement character position.
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								      (MMO3_RIGHT)
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								      0x10 - Traverse right trie.  (Read a new command byte and
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								             recurse.)
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								</pre>
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								   <p>Let's look again at the <code>lop_stab</code> for the trivial file
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								(see <a href="File-layout.html#File-layout">File layout</a>).
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								<pre class="example">      0x980b0000 - lop_stab for ":Main" = 0, serial 1.
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								      0x203a4040
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								      0x10404020
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								      0x4d206120
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								      0x69016e00
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								      0x81000000
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								</pre>
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								   <p>This forms the trivial trie (note that the path between “:” and
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								“M” is redundant):
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								<pre class="example">      203a     ":"
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								      40       /
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								      40      /
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								      10      \
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								      40      /
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								      40     /
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								      204d  "M"
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								      2061  "a"
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								      2069  "i"
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								      016e  "n" is the last character in a full symbol, and
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								            with a value represented in one byte.
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								      00    The value is 0.
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								      81    The serial number is 1.
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								</pre>
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