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<a name="Symbol_002dtable"></a>Next:&nbsp;<a rel="next" accesskey="n" href="mmo-section-mapping.html#mmo-section-mapping">mmo section mapping</a>,
Previous:&nbsp;<a rel="previous" accesskey="p" href="File-layout.html#File-layout">File layout</a>,
Up:&nbsp;<a rel="up" accesskey="u" href="mmo.html#mmo">mmo</a>
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<h4 class="subsection">3.5.2 Symbol table format</h4>
<p>From mmixal.w (or really, the generated mmixal.tex) in
<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>):
&ldquo;Symbols are stored and retrieved by means of a <span class="samp">ternary
search trie</span>, following ideas of Bentley and Sedgewick. (See
ACM&ndash;SIAM Symp. on Discrete Algorithms <span class="samp">8</span> (1997), 360&ndash;369;
R.Sedgewick, <span class="samp">Algorithms in C</span> (Reading, Mass.
Addison&ndash;Wesley, 1998), <span class="samp">15.4</span>.) Each trie node stores a
character, and there are branches to subtries for the cases where
a given character is less than, equal to, or greater than the
character in the trie. There also is a pointer to a symbol table
entry if a symbol ends at the current node.&rdquo;
<p>So it's a tree encoded as a stream of bytes. The stream of bytes
acts on a single virtual global symbol, adding and removing
characters and signalling complete symbol points. Here, we read
the stream and create symbols at the completion points.
<p>First, there's a control byte <code>m</code>. If any of the listed bits
in <code>m</code> is nonzero, we execute what stands at the right, in
the listed order:
<pre class="example"> (MMO3_LEFT)
0x40 - Traverse left trie.
(Read a new command byte and recurse.)
(MMO3_SYMBITS)
0x2f - Read the next byte as a character and store it in the
current character position; increment character position.
Test the bits of <code>m</code>:
(MMO3_WCHAR)
0x80 - The character is 16-bit (so read another byte,
merge into current character.
(MMO3_TYPEBITS)
0xf - We have a complete symbol; parse the type, value
and serial number and do what should be done
with a symbol. The type and length information
is in j = (m &amp; 0xf).
(MMO3_REGQUAL_BITS)
j == 0xf: A register variable. The following
byte tells which register.
j &lt;= 8: An absolute symbol. Read j bytes as the
big-endian number the symbol equals.
A j = 2 with two zero bytes denotes an
unknown symbol.
j &gt; 8: As with j &lt;= 8, but add (0x20 &lt;&lt; 56)
to the value in the following j - 8
bytes.
Then comes the serial number, as a variant of
uleb128, but better named ubeb128:
Read bytes and shift the previous value left 7
(multiply by 128). Add in the new byte, repeat
until a byte has bit 7 set. The serial number
is the computed value minus 128.
(MMO3_MIDDLE)
0x20 - Traverse middle trie. (Read a new command byte
and recurse.) Decrement character position.
(MMO3_RIGHT)
0x10 - Traverse right trie. (Read a new command byte and
recurse.)
</pre>
<p>Let's look again at the <code>lop_stab</code> for the trivial file
(see <a href="File-layout.html#File-layout">File layout</a>).
<pre class="example"> 0x980b0000 - lop_stab for ":Main" = 0, serial 1.
0x203a4040
0x10404020
0x4d206120
0x69016e00
0x81000000
</pre>
<p>This forms the trivial trie (note that the path between &ldquo;:&rdquo; and
&ldquo;M&rdquo; is redundant):
<pre class="example"> 203a ":"
40 /
40 /
10 \
40 /
40 /
204d "M"
2061 "a"
2069 "i"
016e "n" is the last character in a full symbol, and
with a value represented in one byte.
00 The value is 0.
81 The serial number is 1.
</pre>
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