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include
directives, and initializes necessary Library routines for you. You should not attempt to create a new program from scratch unless you are very familiar with the internal operation of the Standard Library.call
instruction for invocation. You cannot, for example, directly call
the putc
routine. Instead, you invoke the putc
macro that includes a call to the sl_putc
procedure ("SL" stands for "Standard Library").
meminit
routine initializes the memory manager and you must call it before any routine that uses the memory manager. Since many Standard Library routines use the memory manager, you should call this procedure early in the program. The "SHELL.ASM" file makes this call for you.malloc
routine allocates storage on the heap and returns a pointer to the block it allocates in the es:di
registers. Before calling malloc
you need to load the size of the block (in bytes) into the cx
register. On return, malloc
sets the carry flag if an error occurs (insufficient memory). If the carry is clear, es:di
points at a block of bytes the size you've specified:
mov cx, 1024 ;Grab 1024 bytes on the heap malloc ;Call MALLOC jc MallocError ;If memory error. mov word ptr PNTR, DI ;Save away pointer to block. mov word ptr PNTR+2, ES
When you call malloc
, the memory manager promises that the block it gives you is free and clear and it will not reallocate that block until you explicitly free it. To return a block of memory back to the memory manager so you can (possibly) re-use that block of memory in the future, use the free
Library routine. free
expects you to pass the pointer returned by malloc
:
les di, PNTR ;Get pointer to free free ;Free that block jc BadFree
As usual for most Standard Library routines, if the free
routine has some sort of difficulty it will return the carry flag set to denote an error.
getc
(get a character), gets
(get a string), and getsm
(get a malloc'd string).Getc
reads a single character from the keyboard and returns that character in the al
register. It returns end of file (EOF ) status in the ah
register (zero means EOF did not occur, one means EOF did occur). It does not modify any other registers. As usual, the carry flag returns the error status. You do not need to pass getc
any values in the registers. Getc
does not echo the input character to the display screen. You must explicitly print the character if you want it to appear on the output monitor.; Note: "CR" is a symbol that appears in the "consts.a" ; header file. It is the value 13 which is the ASCII code ; for the carriage return character Wait4Enter: getc cmp al, cr jne Wait4Enter
The gets
routine reads an entire line of text from the keyboard. It stores each successive character of the input line into a byte array whose base address you pass in the es:di
register pair. This array must have room for at least 128 bytes. The gets
routine will read each character and place it in the array except for the carriage return character. Gets
terminates the input line with a zero byte (which is compatible with the Standard Library string handling routines). Gets
echoes each character you type to the display device, it also handles simple line editing functions such as backspace. As usual, gets
returns the carry set if an error occurs. The following example reads a line of text from the standard input device and then counts the number of characters typed. This code is tricky, note that it initializes the count and pointer to -1 prior to entering the loop and then immediately increments them by one. This sets the count to zero and adjusts the pointer so that it points at the first character in the string. This simplification produces slightly more efficient code than the straightforward solution would produce:
DSEG segment MyArray byte 128 dup (?) DSEG ends CSEG segment . . . ; Note: LESI is a macro (found in consts.a) that loads ; ES:DI with the address of its operand. It expands to the ; code: ; ; mov di, seg operand ; mov es, di ; mov di, offset operand ; ; You will use the macro quite a bit before many Standard ; Library calls. lesi MyArray ;Get address of inp buf. gets ;Read a line of text. mov ah, -1 ;Save count here. lea bx, -1[di] ;Point just before string. CountLoop: inc ah ;Bump count by one. inc bx ;Point at next char in str. cmp byte ptr es:[bx], 0 jne CoutLoop ; Now AH contains the number of chars in the string. . . .
The getsm
routine also reads a string from the keyboard and returns a pointer to that string in es:di.
The difference between gets
and getsm
is that you do not have to pass the address of an input buffer in es:di
. Getsm
automatically allocates storage on the heap with a call to malloc
and returns a pointer to the buffer in es:di
. Don't forget that you must call meminit
at the beginning of your program if you use this routine. The SHELL.ASM skeleton file calls meminit
for you. Also, don't forget to call free
to return the storage to the heap when you're done with the input line.
getsm ;Returns pointer in ES:DI . . . free ;Return storageto heap.
Putc
outputs a single character to the display device. It outputs the character appearing in the al
register. It does not affect any registers unless there is an error on output (the carry flag denotes error/no error, as usual). See the Standard Library documentation for more details.Putcr
outputs a "newline" (carriage return/line feed combination) to the standard output. It is completely equivalent to the code:
mov al, cr ;CR and LF are constants putc ; appearing in the consts.a mov al, lf ; header file. putc
The puts
(put a string) routine prints the zero terminated string at which es:di
points. Note that puts
does not automatically output a newline after printing the string. You must either put the carriage return/line feed characters at the end of the string or call putcr
after calling puts
if you want to print a newline after the string. Puts
does not affect any registers (unless there is an error). In particular, it does not change the value of the es:di
registers. The following code sequence uses this fact:
getsm ;Read a string puts ;Print it putcr ;Print a new line free ;Free the memory for string.
Since the routines above preserve es:di
(except, of course, getsm
), the call to free
deallocates the memory allocated by the call to getsm
.
The puth
routine prints the value in the al
register as exactly two hexadecimal digits, including a leading zero byte if the value is in the range 0..Fh. The following loop reads a sequence of keys from the keyboard and prints their ASCII values until the user presses the Enter key:
KeyLoop: getc cmp al, cr je Done puth putcr jmp KeyLoop Done:
The puti
routine prints the value in ax
as a signed 16 bit integer. The following code fragment prints the sum of I
and J
to the display:
mov ax, I add ax, J puti putcr
Putu
is similar to puti
except it outputs unsigned integer values rather than signed integers.
Routines like puti
and putu
always output numbers using the minimum number of possible print positions. For example, puti
uses three print positions on the string to print the value 123. Sometimes, you may want to force these output routines to print their values using a fixed number of print positions, padding any extra positions with spaces. The putisize
and putusize
routines provide this capability. These routines expect a numeric value in ax
and a field width specification in cx
. They will print the number in a field width of at least cx
positions. If the value in cx
is larger than the number of print position the value requires, these routines will right justify the number in a field of cx
print positions. If the value in cx
is less than the number of print positions the value requires, these routines ignore the value in cx
and use however many print positions the number requires.
; The following loop prints out the values of a 3x3 matrix in matrix form: ; On entry, bx points at element [0,0] of a row column matrix. mov dx, 3 ;Repeat for each row. PrtMatrix: mov ax, [bx] ;Get first element in this row. mov cx, 7 ;Use seven print positions. putisize ;Print this value. mov ax, 2[bx] ;Get the second element. putisize ;CX is still seven. mov ax, 4[bx] ;Get the third element. putisize putcr ;Output a new line. add bx, 6 ;Move on to next row. dec dx ;Repeat for each row. jne PrtMatrix
The print
routine is one of the most-often called procedures in the library. It prints the zero terminated string that immediately follows the call to print:
print byte "Print this string to the display",cr,lf,0
The example above prints the string "Print this string to the display"
followed by a new line. Note that print
will print whatever characters immediately follow the call to print
, up to the first zero byte it encounters. In particular, you can print the newline sequence and any other control characters as shown above. Also note that you are not limited to printing one line of text with the print
routine:
print byte "This example of the PRINT routine",cr,lf byte "prints several lines of text.",cr,lf byte "Also note,",cr,lf,"that the source lines " byte "do not have to correspond to the output." byte cr,lf byte 0
The above displays:
This example of the PRINT routine prints several lines of text. Also note, that the source lines do not have to correspond to the output.
It is very important that you not forget about that zero terminating byte. The print
routine begins executing the first 80x86 machine language instruction following that zero terminating byte. If you forget to put the zero terminating byte after your string, the print
routine will gladly eat up the instruction bytes following your string (printing them) until it finds a zero byte (zero bytes are common in assembly language programs). This will cause your program to misbehave and is a big source of errors beginning programmers have when they use the print
routine. Always keep this in mind.
Printf
, like its "C" namesake, provides formatted output capabilities for the Standard Library package. A typical call to printf
always takes the following form:
printf byte "format string",0 dword operand1, operand2, ..., operandn
The format string is comparable to the one provided in the "C" programming language. For most characters, printf
simply prints the characters in the format string up to the terminating zero byte. The two exceptions are characters prefixed by a backslash ("\") and characters prefixed by a percent sign ("%"). Like C's printf
, the Standard Library's printf
uses the backslash as an escape character and the percent sign as a lead-in to a format string.
Printf
uses the escape character ("\") to print special characters in a fashion similar to, but not identical to C's printf
. The Standard Library's printf
routine supports the following special characters:
C users should note a couple of differences between Standard Library's escape sequences and C's. First, use "\%" to print a percent sign within a format string, not "%%". C doesn't allow the use of "\%" because the C compiler processes "\%" at compile time (leaving a single "%" in the object code) whereas printf
processes the format string at run-time. It would see a single "%" and treat it as a format lead-in character. The Standard Library's printf
, on the other hand, processes both the "\" and "%" at run-time, therefore it can distinguish "\%".
Strings of the form "\0xhh" must contain exactly two hex digits. The current printf
routine isn't robust enough to handle sequences of the form "\0xh" which contain only a single hex digit. Keep this in mind if you find printf chopping off characters after you print a value.
There is absolutely no reason to use any hexadecimal escape character sequence except "\0x00". Printf
grabs all characters following the call to printf
up to the terminating zero byte (which is why you'd need to use "\0x00" if you want to print the null character, printf will not print such values). The Standard Library's printf
routine doesn't care how those characters got there. In particular, you are not limited to using a single string after the printf
call. The following is perfectly legal:
printf byte "This is a string",13,10 byte "This is on a new line",13,10 byte "Print a backspace at the end of this line:" byte 8,13,10,0
Your code will run a tiny amount faster if you avoid the use of the escape character sequences. More importantly, the escape character sequences take at least two bytes. You can encode most of them as a single byte by simply embedding the ASCII code for that byte directly into the code stream. Don't forget, you cannot embed a zero byte into the code stream. A zero byte terminates the format string. Instead, use the "\0x00" escape sequence.
Format sequences always begin with "%". For each format sequence, you must provide a far pointer to the associated data immediately following the format string, e.g.,
printf byte "%i %i",0 dword i,j
Format sequences take the general form "%s\cn^f" where:
The "s", "\c", "n", and "^" items are optional, the "%" and "f" items must be present. Furthermore, the order of these items in the format item is very important. The "\c" entry, for example, cannot precede the "s" entry. Likewise, the "^" character, if present, must follow everything except the "f" character(s).
The format characters i, d, x, h, u, c, s, ld, li, lx, and lu control the output format for the data. The i and d format characters perform identical functions, they tell printf
to print the following value as a 16 bit signed decimal integer. The x and h format characters instruct printf
to print the specified value as a 16 bit or 8-bit hexadecimal value (respectively). If you specify u, printf
prints the value as a 16-bit unsigned decimal integer. Using c tells printf
to print the value as a single character. S tells printf
that you're supplying the address of a zero-terminated character string, printf
prints that string. The ld, li, lx, and lu entries are long (32-bit) versions of d/i, x, and u. The corresponding address points at a 32-bit value that printf
will format and print to the standard output.
The following example demonstrates these format items:
printf byte "I= %i, U= %u, HexC= %h, HexI= %x, C= %c, " dbyte "S= %s",13,10 byte "L= %ld",13,10,0 dword i,u,c,i,c,s,l
The number of far addresses (specified by operands to the "dd" pseudo-opcode) must match the number of "%" format items in the format string. Printf
counts the number of "%" format items in the format string and skips over this many far addresses following the format string. If the number of items do not match, the return address for printf
will be incorrect and the program will probably hang or otherwise malfunction. Likewise (as for the print
routine), the format string must end with a zero byte. The addresses of the items following the format string must point directly at the memory locations where the specified data lies.
When used in the format above, printf
always prints the values using the minimum number of print positions for each operand. If you want to specify a minimum field width, you can do so using the "n" format option. A format item of the format "%10d" prints a decimal integer using at least ten print positions. Likewise, "%16s" prints a string using at least 16 print positions. If the value to print requires more than the specified number of print positions, printf will use however many are necessary. If the value to print requires fewer, printf will always print the specified number, padding the value with blanks. Printf
will print the value right justified in the print field (regardless of the data's type). If you want to print the value left justified in the output file, use the "-" format character as a prefix to the field width, e.g.,
printf byte "%-17s",0 dword string
In this example, printf
prints the string using a 17 character long field with the string left justified in the output field.
By default, printf
blank fills the output field if the value to print requires fewer print positions than specified by the format item. The "\c" format item allows you to change the padding character. For example, to print a value, right justified, using "*" as the padding character you would use the format item "%\*10d". To print it left justified you would use the format item "%-\*10d". Note that the "-" must precede the "\*". This is a limitation of the current version of the software. The operands must appear in this order. Normally, the address(es) following the printf
format string must be far pointers to the actual data to print.
On occasion, especially when allocating storage on the heap (using malloc
), you may not know (at assembly time) the address of the object you want to print. You may have only a pointer to the data you want to print. The "^" format option tells printf that the far pointer following the format string is the address of a pointer to the data rather than the address of the data itself. This option lets you access the data indirectly.
Note: unlike C, Standard Library's printf
routine does not support floating point output. Putting floating point into printf
would increase the size of this routine a tremendous amount. Since most people don't need the floating point output facilities, it doesn't appear here. There is a separate routine, printff
, that includes floating point output.
The Standard Library printf
routine is a complex beast. However, it is very flexible and extremely useful. You should spend the time to master its major functions. You will be using this routine quite a bit in your assembly language programs.
The standard output package provides many additional routines besides those mentioned here. There simply isn't enough room to go into all of them in this chapter. For more details, please consult the Standard Library documentation.
puti, putu, and putl
routines output the numeric strings using the minimum number of print positions necessary. For example, puti
uses three character positions to print the value -12. On occasion, you may need to specify a different field width so you can line up columns of numbers or achieve other formatting tasks. Although you can use printf
to accomplish this goal, printf
has two major drawbacks - it only prints values in memory (i.e., it cannot print values in registers) and the field width you specify for printf
must be a constant. The putisize
, putusize
, and putlsize
routines overcome these limitations.ax
register (putisize
and putusize
) or the dx:ax
register pair (putlsize
). They also expect a minimum field width in the cx
register. As with printf
, if the value in the cx
register is smaller than the number of print positions that the number actually needs to print, putisize, putusize,
and putlsize
will ignore the value in cx
and print the value using the minimum necessary number of print positions.
isize, usize,
and lsize
routines do this for you.isize
routine expects a signed integer in the ax
register. It returns the minimum field width of that value (including a position for the minus sign, if necessary) in the ax
register. Usize
computes the size of the unsigned integer in ax
and returns the minimum field width in the ax
register. Lsize
computes the minimum width of the signed integer in dx:ax
(including a position for the minus sign, if necessary) and returns this width in the ax
register.
atoi, atoh, atou, itoa, htoa, wtoa,
and utoa
(plus others). The ATOx
routines convert an ASCII string in the appropriate format to a numeric value and leave that value in ax
or al
. The ITOx
routines convert the value in al/ax
to a string of digits and store this string in the buffer whose address is in es:di
. There are several variations on each routine that handle different cases. The following paragraphs describe each routine.atoi
routine assumes that es:di
points at a string containing integer digits (and, perhaps, a leading minus sign). They convert this string to an integer value and return the integer in ax
. On return, es:di
still points at the beginning of the string. If es:di
does not point at a string of digits upon entry or if an overflow occurs, atoi
returns the carry flag set. Atoi
preserves the value of the es:di
register pair. A variant of atoi
, atoi2
, also converts an ASCII string to an integer except it does not preserve the value in the di
register. The atoi2
routine is particularly useful if you need to convert a sequence of numbers appearing in the same string. Each call to atoi2
leaves the di
register pointing at the first character beyond the string of digits. You can easily skip over any spaces, commas, or other delimiter characters until you reach the next number in the string; then you can call atoi2
to convert that string to a number. You can repeat this process for each number on the line.Atoh
works like the atoi
routine, except it expects the string to contain hexadecimal digits (no leading minus sign). On return, ax
contains the converted 16 bit value and the carry flag denotes error/no error. Like atoi
, the atoh
routine preserves the values in the es:di
register pair. You can call atoh2
if you want the routine to leave the di
register pointing at the first character beyond the end of the string of hexadecimal digits.Atou
converts an ASCII string of decimal digits in the range 0..65535 to an integer value and returns this value in ax
. Except that the minus sign is not allowed, this routine behaves just like atoi
. There is also an atou2
routine that does not preserve the value of the di
register; it leaves di
pointing at the first character beyond the string of decimal digits.geti
, geth
, or getu
routines available in the Standard Library, you will have to construct these yourself. The following code demonstrates how to read an integer from the keyboard:
print byte "Enter an integer value:",0 getsm atoi ;Convert string to an integer in AX free ;Return storage allocated by getsm print byte "You entered ",0 puti ;Print value returned by ATOI. putcr
The itoa
, utoa
, htoa
, and wtoa
routines are the logical inverse to the atox routines. They convert numeric values to their integer, unsigned, and hexadecimal string representations. There are several variations of these routines depending upon whether you want them to automatically allocate storage for the string or if you want them to preserve the di
register.
Itoa
converts the 16 bit signed integer in ax
to a string and stores the characters of this string starting at location es:di
. When you call itoa
, you must ensure that es:di
points at a character array large enough to hold the resulting string. Itoa
requires a maximum of seven bytes for the conversion: five numeric digits, a sign, and a zero terminating byte. Itoa
preserves the values in the es:di
register pair, so upon return es:di
points at the beginning of the string produced by itoa
.
Occasionally, you may not want to preserve the value in the di
register when calling the itoa
routine. For example, if you want to create a single string containing several converted values, it would be nice if itoa
would leave di
pointing at the end of the string rather than at the beginning of the string. The itoa2
routine does this for you; it will leave the di
register pointing at the zero terminating byte at the end of the string. Consider the following code segment that will produce a string containing the ASCII representations for three integer variables, Int1
, Int2
, and Int3
:
; Assume es:di already points at the starting location to store the converted ; integer values mov ax, Int1 itoa2 ;Convert Int1 to a string. ; Okay, output a space between the numbers and bump di so that it points ; at the next available position in the string. mov byte ptr es:[di], ' ' inc di ; Convert the second value. mov ax, Int2 itoa2 mov byte ptr es:[di], ' ' inc di ; Convert the third value. mov ax, Int3 itoa2 ; At this point, di points at the end of the string containing the ; converted values. Hopefully you still know where the start of the ; string is so you can manipulate it!
Another variant of the itoa
routine, itoam
, does not require you to initialize the es:di
register pair. This routine calls malloc
to automatically allocate the storage for you. It returns a pointer to the converted string on the heap in the es:di
register pair. When you are done with the string, you should call free
to return its storage to the heap.
; The following code fragment converts the integer in AX to a string and prints ; this string. Of course, you could do this same operation with PUTI, but this ; code does demonstrate how to call itoam. itoam ;Convert integer to string. puts ;Print the string. free ;Return storage to the heap.
The utoa
, utoa2
, and utoam
routines work just like itoa
, itoa2
, and itoam
, except they convert the unsigned integer value in ax
to a string. Note that utoa
and utoa2
require, at most, six bytes since they never output a sign character.
Wtoa
, wtoa2
, and wtoam
convert the 16 bit value in ax
to a string of exactly four hexadecimal characters plus a zero terminating byte. Otherwise, they behave exactly like itoa
, itoa2
, and itoam
. Note that these routines output leading zeros so the value is always four digits long.
The htoa
, htoa2
, and htoam
routines are similar to the wtoa
, wtoa2
, and wtoam
routines. However, the htox
routines convert the eight bit value in al
to a string of two hexadecimal characters plus a zero terminating byte.
The Standard Library provides several other conversion routines as well as the ones mentioned in this section. See the Standard Library documentation in the appendices for more details.
al
register to see if it falls within a certain set of characters. These routines all return the status in the zero flag. If the condition is true, they return the zero flag set (so you can test the condition with a je
instruction). If the condition is false, they clear the zero flag (test this condition with jne
). These routines are
al
contains an alphanumeric character.
al
to see if it contains a hexadecimal digit character.
al
to see if it contains a decimal digit character.
al
to see if it contains an alphabetic character.
al
to see if it contains a lower case alpha character.
al
to see if it contains an upper case alpha character.
al
register. They will convert the character in al
to the appropriate alphabetic case.al
contains a lower case alphabetic character, ToUpper
will convert it to the equivalent upper case character. If al
contains any other character, ToUpper
will return it unchanged.al
contains an upper case alphabetic character, ToLower
will convert it to the equivalent lower case character. If the value is not an upper case alphabetic character ToLower
will return it unchanged.
Random
routine generates a sequence of pseudo-random numbers. It returns a random value in the ax
register on each call. You can treat this value as a signed or unsigned value since Random
manipulates all 16 bits of the ax
register.div
and idiv
instructions to force the output of random
to a specific range. Just divide the value random returns by some number n and the remainder of this division will be a value in the range 0..n-1. For example, to compute a random number in the range 1..10, you could use code like the following:
random ;Get a random number in range 0..65535. sub dx, dx ;Zero extend to 16 bits. mov bx, 10 ;Want value in the range 1..10. div bx ;Remainder goes to dx! inc dx ;Convert 0..9 to 1..10. ; At this point, a random number in the range 1..10 is in the dx register.
The random
routine always returns the same sequence of values when a program loads from disk and executes. Random
uses an internal table of seed values that it stores as part of its code. Since these values are fixed, and always load into memory with the program, the algorithm that random
uses will always produce the same sequence of values when a program containing it loads from the disk and begins running. This might not seem very "random" but, in fact, this is a nice feature since it is very difficult to test a program that uses truly random values. If a random number generator always produces the same sequence of numbers, any tests you run on that program will be repeatable.
Unfortunately, there are many examples of programs that you may want to write (e.g., games) where having repeatable results is not acceptable. For these applications you can call the randomize
routine. Randomize
uses the current value of the time of day clock to generate a nearly random starting sequence. So if you need a (nearly) unique sequence of random numbers each time your program begins execution, call the randomize
routine once before ever calling the random
routine. Note that there is little benefit to calling the randomize
routine more than once in your program. Once random
establishes a random starting point, further calls to randomize
will not improve the quality (randomness) of the numbers it generates.
NULL = 0 ;Some common ASCII codes BELL = 07 ;Bell character bs = 08 ;Backspace character tab = 09 ;Tab character lf = 0ah ;Line feed character cr = 0dh ;Carriage return
In addition to the constants above, "stdlib.a" also defines some useful macros including ExitPgm, lesi, and ldxi
. These macros contain the following instructions:
; ExitPgm- Returns control to MS-DOS ExitPgm macro mov ah, 4ch ;DOS terminate program opcode int 21h ;DOS call. endm ; LESI ADRS- ; Loads ES:DI with the address of the specified operand. lesi macro adrs mov di, seg adrs mov es, di mov di, offset adrs endm ; LDXI ADRS- ; Loads DX:SI with the address of the specified operand. ldxi macro adrs mov dx, seg adrs mov si, offset adrs endm
The lesi
and ldxi
macros are especially useful for load addresses into es:di or dx:si before calling various standard library routines (see Chapter Eight for details about macros).