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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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<p>
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<a name="mmo-section-mapping"></a>Previous: <a rel="previous" accesskey="p" href="Symbol_002dtable.html#Symbol_002dtable">Symbol-table</a>,
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Up: <a rel="up" accesskey="u" href="mmo.html#mmo">mmo</a>
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</div>
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<h4 class="subsection">3.5.3 mmo section mapping</h4>
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<p>The implementation in BFD uses special data type 80 (decimal) to
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encapsulate and describe named sections, containing e.g. debug
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information. If needed, any datum in the encapsulation will be
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quoted using lop_quote. First comes a 32-bit word holding the
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number of 32-bit words containing the zero-terminated zero-padded
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segment name. After the name there's a 32-bit word holding flags
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describing the section type. Then comes a 64-bit big-endian word
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with the section length (in bytes), then another with the section
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start address. Depending on the type of section, the contents
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might follow, zero-padded to 32-bit boundary. For a loadable
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section (such as data or code), the contents might follow at some
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later point, not necessarily immediately, as a lop_loc with the
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same start address as in the section description, followed by the
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contents. This in effect forms a descriptor that must be emitted
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before the actual contents. Sections described this way must not
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overlap.
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<p>For areas that don't have such descriptors, synthetic sections are
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formed by BFD. Consecutive contents in the two memory areas
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<span class="samp">0x0000...00</span> to <span class="samp">0x01ff...ff</span> and
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<span class="samp">0x2000...00</span> to <span class="samp">0x20ff...ff</span> are entered in
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sections named <code>.text</code> and <code>.data</code> respectively. If an area
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is not otherwise described, but would together with a neighboring
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lower area be less than <span class="samp">0x40000000</span> bytes long, it is joined
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with the lower area and the gap is zero-filled. For other cases,
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a new section is formed, named <code>.MMIX.sec.</code><var>n</var>. Here,
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<var>n</var> is a number, a running count through the mmo file,
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starting at 0.
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<p>A loadable section specified as:
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<pre class="example"> .section secname,"ax"
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TETRA 1,2,3,4,-1,-2009
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BYTE 80
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</pre>
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<p>and linked to address <span class="samp">0x4</span>, is represented by the sequence:
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<pre class="example"> 0x98080050 - lop_spec 80
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0x00000002 - two 32-bit words for the section name
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0x7365636e - "secn"
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0x616d6500 - "ame\0"
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0x00000033 - flags CODE, READONLY, LOAD, ALLOC
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0x00000000 - high 32 bits of section length
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0x0000001c - section length is 28 bytes; 6 * 4 + 1 + alignment to 32 bits
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0x00000000 - high 32 bits of section address
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0x00000004 - section address is 4
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0x98010002 - 64 bits with address of following data
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0x00000000 - high 32 bits of address
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0x00000004 - low 32 bits: data starts at address 4
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0x00000001 - 1
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0x00000002 - 2
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0x00000003 - 3
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0x00000004 - 4
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0xffffffff - -1
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0xfffff827 - -2009
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0x50000000 - 80 as a byte, padded with zeros.
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</pre>
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<p>Note that the lop_spec wrapping does not include the section
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contents. Compare this to a non-loaded section specified as:
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<pre class="example"> .section thirdsec
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TETRA 200001,100002
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BYTE 38,40
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</pre>
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<p>This, when linked to address <span class="samp">0x200000000000001c</span>, is
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represented by:
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<pre class="example"> 0x98080050 - lop_spec 80
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0x00000002 - two 32-bit words for the section name
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0x7365636e - "thir"
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0x616d6500 - "dsec"
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0x00000010 - flag READONLY
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0x00000000 - high 32 bits of section length
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0x0000000c - section length is 12 bytes; 2 * 4 + 2 + alignment to 32 bits
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0x20000000 - high 32 bits of address
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0x0000001c - low 32 bits of address 0x200000000000001c
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0x00030d41 - 200001
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0x000186a2 - 100002
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0x26280000 - 38, 40 as bytes, padded with zeros
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</pre>
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<p>For the latter example, the section contents must not be
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loaded in memory, and is therefore specified as part of the
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special data. The address is usually unimportant but might
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provide information for e.g. the DWARF 2 debugging format.
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