COMP 630: Lab 1: x86 Assembly and Bootloader

Due 11:59 PM, Thursday, January 25, 2024


This lab is split into three parts. The first part concentrates on getting familiarized with x86 assembly language, the QEMU x86 emulator, and the PC's power-on bootstrap procedure. The second part examines the boot loader for our COMP 630 kernel, which resides in the boot directory of the lab tree. Finally, the third part delves into the initial template for our COMP 630 kernel itself, named JOS, which resides in the kernel directory.

Software Setup

You will need to also join the comp630-s24 organization on github to get the base code and hand in assignments. We can no longer sync the canvas roster with github, so you will need to self-enroll in the github classroom organization. You may need to click the link above to accept and link your github account to the roster. Email the course staff if your link is not working.

Programming Environment

Because we are using both relatively new hardware extensions, as well as a user-level machine emulator, the course software will not work on all systems. We are providing a tested environment with all required sofware on You should be able to log in with your ONYEN, and it has your AFS home directory mounted.

You are also welcome to install the needed software on your own laptop. The course staff is not available to help you debug your personal laptop configuration. The tools page has directions on how to set up qemu and gcc for use with JOS.

Picking your group

You may do the lab alone, or in teams. If you work as a team, you will continue working together all semester, except under extreme circumstances (i.e., the instructor must approve any separations after the start of semester). You may start working alone and join with another student later.

Getting the starter code

You will need to click on this link to create a private repository for your code.

Once you have a repository, you will need to clone your private repository (see the URL under the green "Clone or Download" button, after selecting "Use SSH". For instance, if your private repo is called jos-team-don:

walter% git clone

Git allows you to keep track of the changes you make to the code. For example, if you are finished with one of the exercises, and want to checkpoint your progress, you can commit your changes by running:

walter% git commit -am 'my solution for lab1 exercise9'
Created commit 60d2135: my solution for lab1 exercise9
 1 files changed, 1 insertions(+), 0 deletions(-)

You can keep track of your changes by using the git diff command. Running git diff will display the changes to your code since your last commit, and git diff origin/main will display the changes relative to the initial code supplied for this lab. Here, origin/main is the name of the git branch with the initial code you downloaded from our server for this assignment.

Part 1: PC Bootstrap

The purpose of the first exercise is to introduce you to x86 assembly language and the PC bootstrap process, and to get you started with QEMU and QEMU/GDB debugging. You will not have to write any code for this part of the lab, but you should go through it anyway for your own understanding and be prepared to answer the questions posed below.

Getting Started with x86 assembly

If you are not already familiar with x86 assembly language, you will quickly become familiar with it during this course! The PC Assembly Language Book is an excellent place to start. Hopefully, the book contains mixture of new and old material for you.

Warning: Unfortunately the examples in the book are written for the NASM assembler, whereas we will be using the GNU assembler. NASM uses the so-called Intel syntax while GNU uses the AT&T syntax. While semantically equivalent, an assembly file will differ quite a lot, at least superficially, depending on which syntax is used. Luckily the conversion between the two is pretty simple, and is covered in Brennan's Guide to Inline Assembly.

Exercise 1. Read or at least carefully scan the entire PC Assembly Language book, except that you should skip all sections after 1.3.5 in chapter 1, which talk about features of the NASM assembler that do not apply directly to the GNU assembler. You may also skip chapters 5 and 6, and all sections under 7.2, which deal with processor and language features we won't use. This reading is useful when trying to understand assembly in JOS, and writing your own assembly. If you have never seen assembly before, read this book carefully.

Also read the section "The Syntax" in Brennan's Guide to Inline Assembly to familiarize yourself with the most important features of GNU assembler syntax. JOS uses the GNU assembler.

We will be developing JOS for the 64-bit version of the x86 architecture (also known as amd64). The assembly is very similar to 32-bit, with a few key differences. Read this guide, which explains the key differences between the assembly.

Become familiar with inline assembly by writing a simple program. Modify the program ex1.c to include inline assembly that increments the value of x by 1.

Certainly the definitive reference for x86 assembly language programming is Intel's instruction set architecture reference, which you can find on the reference page in two flavors: an HTML edition of the old 80386 Programmer's Reference Manual, which is much shorter and easier to navigate than more recent manuals but describes all of the x86 processor features that we will make use of in COMP 630; and the full, latest and greatest Intel 64 and IA-32 Combined Software Developer's Manuals from Intel, covering all the features of the most recent processors that we won't need in class but you may be interested in learning about. An equivalent (but even longer) set of manuals is available from AMD, which also covers the new 64-bit extensions now appearing in both AMD and Intel processors.

You should read the recommended chapters of the PC Assembly book, "The Syntax" section in Brennan's Guide, and the gentle introduction to AMD 64 now. Save the Intel/AMD architecture manuals for later or use them for reference when you want to look up the definitive explanation of a particular processor feature or instruction.

Simulating the x86

Instead of developing the operating system on a real, physical personal computer (PC), we use a program that faithfully emulates a complete PC: the code you write for the emulator will boot on a real PC too. Using an emulator simplifies debugging; you can, for example, set break points inside of the emulated x86, which is difficult to do with the silicon-version of an x86.

In COMP 630 we will use the QEMU Emulator, a modern and relatively fast emulator. While QEMU's built-in monitor provides only limited debugging support, QEMU can act as a remote debugging target for the GNU debugger (GDB), which we'll use in this lab to step through the early boot process.

To get started, extract the Lab 1 files into your own directory as described above in "Software Setup", then type make in the lab directory to build the minimal boot loader and kernel you will start with. (It's a little generous to call the code we're running here a "kernel," but we'll flesh it out throughout the semester.)

walter% cd lab
walter% make
+ as kern/entry.S
+ cc kern/init.c
+ cc kern/console.c
+ cc kern/monitor.c
+ cc kern/printf.c
+ cc lib/printfmt.c
+ cc lib/readline.c
+ cc lib/string.c
+ ld obj/kern/kernel
+ as boot/boot.S
+ cc -Os boot/main.c
+ ld boot/boot
boot block is 414 bytes (max 510)
+ mk obj/kern/kernel.img

(If you get errors like "undefined reference to `__udivdi3'", you probably don't have the 32-bit gcc multilib. If you're running Debian or Ubuntu, try installing the gcc-multilib package.)

Now you're ready to run QEMU, supplying the file obj/kern/kernel.img, created above, as the contents of the emulated PC's "virtual hard disk." This hard disk image contains both our boot loader (obj/boot/boot) and our kernel (obj/kern/kernel).

walter% make qemu

This executes QEMU with the options required to set the hard disk and direct serial port output to the terminal. (You could also use make qemu-nox to run QEMU in the current terminal instead of opening a new one.)

Some text should appear in the QEMU window:

Booting from Hard Disk...
6828 decimal is XXX octal!
entering test_backtrace 5
entering test_backtrace 4
entering test_backtrace 3
entering test_backtrace 2
entering test_backtrace 1
entering test_backtrace 0
leaving test_backtrace 0
leaving test_backtrace 1
leaving test_backtrace 2
leaving test_backtrace 3
leaving test_backtrace 4
leaving test_backtrace 5
Welcome to the JOS kernel monitor!
Type 'help' for a list of commands.

Everything after 'Booting from Hard Disk...' was printed by our skeletal JOS kernel; the K> is the prompt printed by the small monitor, or interactive control program, that we've included in the kernel. These lines printed by the kernel will also appear in the regular shell window from which you ran QEMU. This is because for testing and lab grading purposes we have set up the JOS kernel to write its console output not only to the virtual VGA display (as seen in the QEMU window), but also to the simulated PC's virtual serial port, which QEMU outputs to its own standard output because of the -serial argument. Likewise, the JOS kernel will take input from both the keyboard and the serial port, so you can give it commands in either the VGA display window or the terminal running QEMU.

There are only two commands you can give to the kernel monitor, help and kerninfo. Make sure you type them (and all other input to JOS) into the VGA display window, not into the xterm running QEMU.

K> help
help - display this list of commands
kerninfo - display information about the kernel
K> kerninfo
Special kernel symbols:
  _start f010000c (virt)  0010000c (phys)
  etext  f0101a75 (virt)  00101a75 (phys)
  edata  f010f320 (virt)  0010f320 (phys)
  end    f010f980 (virt)  0010f980 (phys)
Kernel executable memory footprint: 63KB

The help command is obvious, and we will shortly discuss the meaning of what the kerninfo command prints. Although simple, it's important to note that this kernel monitor is running "directly" on the "raw (virtual) hardware" of the simulated PC. This means that you should be able to copy the contents of obj/kern/kernel.img onto the first few sectors of a real hard disk, insert that hard disk into a real PC, turn it on, and see exactly the same thing on the PC's real screen as you did above in the QEMU window. (We don't recommend you do this on a real machine with useful information on its hard disk, though, because copying kernel.img onto the beginning of its hard disk will trash the master boot record and the beginning of the first partition, effectively causing everything previously on the hard disk to be lost!)

The PC's Physical Address Space

We will now dive into a bit more detail about how a PC starts up. A PC's physical address space is hard-wired to have the following general layout:

+------------------+  <- 0xFFFFFFFF (4GB)
|      32-bit      |
|  memory mapped   |
|     devices      |
|                  |

|                  |
|      Unused      |
|                  |
+------------------+  <- depends on amount of RAM
|                  |
|                  |
| Extended Memory  |
|                  |
|                  |
+------------------+  <- 0x00100000 (1MB)
|     BIOS ROM     |
+------------------+  <- 0x000F0000 (960KB)
|  16-bit devices, |
|  expansion ROMs  |
+------------------+  <- 0x000C0000 (768KB)
|   VGA Display    |
+------------------+  <- 0x000A0000 (640KB)
|                  |
|    Low Memory    |
|                  |
+------------------+  <- 0x00000000

The first PCs, which were based on the 16-bit Intel 8088 processor, were only capable of addressing 1MB of physical memory. The physical address space of an early PC would therefore start at 0x00000000 but end at 0x000FFFFF instead of 0xFFFFFFFF. The 640KB area marked "Low Memory" was the only random-access memory (RAM) that an early PC could use; in fact the very earliest PCs only could be configured with 16KB, 32KB, or 64KB of RAM!

The 384KB area from 0x000A0000 through 0x000FFFFF was reserved by the hardware for special uses such as video display buffers and firmware held in non-volatile memory. The most important part of this reserved area is the Basic Input/Output System (BIOS), which occupies the 64KB region from 0x000F0000 through 0x000FFFFF. In early PCs the BIOS was held in true read-only memory (ROM), but current PCs store the BIOS in updateable flash memory. The BIOS is responsible for performing basic system initialization such as activating the video card and checking the amount of memory installed. After performing this initialization, the BIOS loads the operating system from some appropriate location such as floppy disk, hard disk, CD-ROM, or the network, and passes control of the machine to the operating system.

When Intel finally "broke the one megabyte barrier" with the 80286 and 80386 processors, which supported 16MB and 4GB physical address spaces respectively, the PC architects nevertheless preserved the original layout for the low 1MB of physical address space in order to ensure backward compatibility with existing software. Modern PCs therefore have a "hole" in physical memory from 0x000A0000 to 0x00100000, dividing RAM into "low" or "conventional memory" (the first 640KB) and "extended memory" (everything else). In addition, some space at the very top of the PC's 32-bit physical address space, above all physical RAM, is now commonly reserved by the BIOS for use by 32-bit PCI devices.

Recent x86 processors can support more than 4GB of physical RAM, so RAM can extend further above 0xFFFFFFFF. In this case the BIOS must arrange to leave a second hole in the system's RAM at the top of the 32-bit addressable region, to leave room for these 32-bit devices to be mapped. Because of design limitations JOS will use only the first 256MB of a PC's physical memory anyway, so for now we will pretend that all PCs have "only" a 32-bit physical address space. But dealing with complicated physical address spaces and other aspects of hardware organization that evolved over many years is one of the important practical challenges of OS development.


In this portion of the lab, you'll see how an IA-32 compatible computer boots.

The IBM PC starts executing at physical address 0x000ffff0, which is at the very top of the 64KB area reserved for the ROM BIOS. The PC starts executing with CS = 0xf000 and IP = 0xfff0. The first instruction to be executed is a jmp instruction, which jumps to the segmented address CS = 0xf000 and IP = 0xe05b.

Why does QEMU start like this? This is how Intel designed the 8088 processor, which IBM used in their original PC. Because the BIOS in a PC is "hard-wired" to the physical address range 0x000f0000-0x000fffff, this design ensures that the BIOS always gets control of the machine first after power-up or any system restart - which is crucial because on power-up there is no other software anywhere in the machine's RAM that the processor could execute. The QEMU emulator comes with its own BIOS, which it places at this location in the processor's simulated physical address space. On processor reset, the (simulated) processor enters real mode and sets CS to 0xf000 and the IP to 0xfff0, so that execution begins at that (CS:IP) segment address. How does the segmented address 0xf000:fff0 turn into a physical address?

To answer that we need to know a bit about real mode addressing. In real mode (the mode that PC starts off in), address translation works according to the formula: physical address = 16 * segment + offset. So, when the PC sets CS to 0xf000 and IP to 0xfff0, the physical address referenced is:

   16 * 0xf000 + 0xfff0   # in hex multiplication by 16 is
   = 0xf0000 + 0xfff0     # easy--just append a 0.
   = 0xffff0

0xffff0 is 16 bytes before the end of the BIOS (0x100000). Therefore we shouldn't be surprised that the first thing that the BIOS does is jmp backwards to an earlier location in the BIOS; after all how much could it accomplish in just 16 bytes?

When the BIOS runs, it sets up an interrupt descriptor table and initializes various devices such as the VGA display. This is where the "Starting SeaBIOS" messages you see in the QEMU window come from.

After initializing the PCI bus and all the important devices the BIOS knows about, it searches for a bootable device such as a floppy, hard drive, or CD-ROM. Eventually, when it finds a bootable disk, the BIOS reads the boot loader from the disk and transfers control to it.

Part 2: The Boot Loader

Floppy and hard disks for PCs are divided into 512 byte regions called sectors. A sector is the disk's minimum transfer granularity: each read or write operation must be one or more sectors in size and aligned on a sector boundary. If the disk is bootable, the first sector is called the boot sector, since this is where the boot loader code resides. When the BIOS finds a bootable floppy or hard disk, it loads the 512-byte boot sector into memory at physical addresses 0x7c00 through 0x7dff, and then uses a jmp instruction to set the CS:IP to 0000:7c00, passing control to the boot loader. Like the BIOS load address, these addresses are fairly arbitrary - but they are fixed and standardized for PCs.

The ability to boot from a CD-ROM came much later during the evolution of the PC, and as a result the PC architects took the opportunity to rethink the boot process slightly. As a result, the way a modern BIOS boots from a CD-ROM is a bit more complicated (and more powerful). CD-ROMs use a sector size of 2048 bytes instead of 512, and the BIOS can load a much larger boot image from the disk into memory (not just one sector) before transferring control to it. For more information, see the "El Torito" Bootable CD-ROM Format Specification.

For this class, however, we will use the conventional hard drive boot mechanism, which means that the BIOS will only load the first 512 bytes. The bootloader (boot/boot.S and boot/main.c) does the bootstrapping work. Look through these source files carefully and make sure you understand what's going on. The boot loader must perform the following main functions:

  1. First, the boot loader obtains a map of the physical memory present in the system from the BIOS. This is done using a system call to the BIOS (int 0x15), which returns a structure called an e820 map. This call is possible only while the processor is still in real mode. JOS's bootloader constructs a multiboot structure, which it passes to the kernel. Multiboot is a standard for passing boot information from the bootloader to a kernel.
  2. The boot loader then switches the processor from real mode to 32-bit protected mode, because it is only in this mode that software can access all the memory above 1MB in the processor's physical address space. Protected mode is described briefly in sections 1.2.7 and 1.2.8 of PC Assembly Language, and in great detail in the Intel architecture manuals. At this point you only have to understand that translation of segmented addresses (segment:offset pairs) into physical addresses happens differently in protected mode, and that after the transition offsets are 32 bits instead of 16.
    One of the arcane x86 features the bootloader handles is properly configuring address bit 20. To better understand this, skim this article.
  3. The bootloader sets up the stack and starts executing the kernel's C code in boot/main.c.
  4. Finally, the boot loader reads the kernel from the hard disk by directly accessing the IDE disk device registers via the x86's special I/O instructions. If you would like to understand better what the particular I/O instructions here mean, check out the "IDE hard drive controller" section on the reference page. You will not need to learn much about programming specific devices in this class: writing device drivers is in practice a very important part of OS development, but from a conceptual or architectural viewpoint it is also one of the least interesting.

After you understand the boot loader source code, look at the files obj/boot/boot.asm. This file is a disassembly of the boot loader that our GNUmakefile creates after compiling the boot loader. This disassembly file makes it easy to see exactly where in physical memory all of the boot loader's code resides, and makes it easier to track what's happening while stepping through the boot loader in GDB.

Exercise 2. Skim the code in boot/boot.S and boot/main.c, and compare to the compiled, disassembled output in obj/boot/boot.asm. Identify the exact assembly instructions that correspond to each of the statements in readsect(), bootmain(), and identify the begin and end of the for loop that reads the remaining sectors of the kernel from the disk.

Be able to answer the following questions:

Loading the Kernel

We will now look in further detail at the C language portion of the boot loader, in boot/main.c.

To make sense out of boot/main.c you'll need to know what an ELF binary is. When you compile and link a C program such as the JOS kernel, the compiler transforms each C source ('.c') file into an object ('.o') file containing assembly language instructions encoded in the binary format expected by the hardware. The linker then combines all of the compiled object files into a single binary image such as obj/kern/kernel, which in this case is a binary in the ELF format, which stands for "Executable and Linkable Format".

Full information about this format is available in the ELF specification on our reference page, but you will not need to delve very deeply into the details of this format in this class. Although as a whole the format is quite powerful and complex, most of the complex parts are for supporting dynamic loading of shared libraries, which we will not do in this class.

For purposes of this class, you can consider an ELF executable to be a header with loading information, followed by several program sections, each of which is a contiguous chunk of code or data intended to be loaded into memory at a specified address. The boot loader does not modify the code or data; it loads it into memory and starts executing it.

An ELF binary starts with a fixed-length ELF header, followed by a variable-length program header listing each of the program sections to be loaded. The C definitions for these ELF headers are in inc/elf.h. The program sections we're interested in are:

When the linker computes the memory layout of a program, it reserves space for uninitialized global variables, such as int x;, in a section called .bss that immediately follows .data in memory. C requires that "uninitialized" global variables start with a value of zero. Thus there is no need to store contents for .bss in the ELF binary; instead, the linker records just the address and size of the .bss section. The loader or the program itself must arrange to zero the .bss section.

You can display a full list of the names, sizes, and link addresses of all the sections in the kernel executable by typing:

walter% objdump -h obj/kern/kernel

You will see many more sections than the ones we listed above, but the others are not important for our purposes. Most of the others are to hold debugging information, which is typically included in the program's executable file but not loaded into memory by the program loader.

Take particular note of the "VMA" (or link address) and the "LMA" (or load address) of the .text section. The load address of a section is the memory address at which that section should be loaded into memory. In the ELF object, this is stored in the ph->p_pa field (in this case, it really is a physical address, though the ELF specification is vague on the actual meaning of this field).

The link address of a section is the memory address from which the section expects to execute. The linker encodes the link address in the binary in various ways, such as when the code needs the address of a global variable, with the result that a binary usually won't work if it is executing from an address that it is not linked for. (It is possible to generate position-independent code that does not contain any such absolute addresses. This is used extensively by modern shared libraries, but it has performance and complexity costs, so we won't be using it in this class.)

Typically, the link and load addresses are the same. For example, look at the .text section of the boot loader:

walter objdump -h obj/boot/boot.out

The BIOS loads the boot sector into memory starting at address 0x7c00, so this is the boot sector's load address. This is also where the boot sector executes from, so this is also its link address. We set the link address by passing -Ttext 0x7C00 to the linker in boot/Makefrag, so the linker will produce the correct memory addresses in the generated code.

Look back at the load and link addresses for the kernel. Unlike the boot loader, these two addresses aren't the same: the kernel is telling the boot loader to load it into memory at a low address (1 megabyte), but it expects to execute from a high address. We'll dig in to how we make this work in the next section.

Besides the section information, there is one more field in the ELF header that is important to us, named e_entry. This field holds the link address of the entry point in the program: the memory address in the program's text section at which the program should begin executing. You can see the entry point:

walter% objdump -f obj/kern/kernel

You should now be able to understand the minimal ELF loader in boot/main.c. It reads each section of the kernel from disk into memory at the section's load address and then jumps to the kernel's entry point.

Link vs. Load Address

The load address of a binary is the memory address at which a binary is actually loaded. For example, the BIOS is loaded by the PC hardware at address 0xf0000. So this is the BIOS's load address. Similarly, the BIOS loads the boot sector at address 0x7c00. So this is the boot sector's load address.

The link address of a binary is the memory address for which the binary is linked. Linking a binary for a given link address prepares it to be loaded at that address. The linker encodes the link address in the binary in various ways, for example when the code needs the address of a global variable, with the result that a binary usually won't work if it is not loaded at the address that it is linked for.

In one sentence: the link address is the location where a binary assumes it is going to be loaded, while the load address is the location where a binary is loaded. It's up to us to make sure that they turn out to be the same.

Look at the -Ttext linker command in boot/Makefrag, and at the address mentioned early in the linker script in kern/kernel.ld. These set the link address for the boot loader and kernel respectively.

When object code contains no absolute addresses that encode the link address in this fashion, we say that the code is position-independent: it will behave correctly no matter where it is loaded. GCC can generate position-independent code using the -fpic option, and this feature is used extensively in modern shared libraries that use the ELF executable format. Position independence typically has some performance cost, however, because it restricts the ways in which the compiler may choose instructions to access the program's data. We will not use -fpic in this class.

Part 3: The Kernel

We will now start to examine the minimal JOS kernel in a bit more detail. (And you will finally get to write some code!). Like the boot loader, the kernel begins with some assembly language code that sets things up so that C language code can execute properly.

The initial assembly code of the kernel does the following:

  1. When the kernel starts executing, the processor is in the 32-bit protected mode. The first thing the kernel does is it tests whether the CPU supports long (64-bit) mode.
  2. The kernel initializes a simple set of page tables for the first 4GB of memory. These pages map virtual addresses in the lowest 3GB to the same physical addresses, and then map the upper 256 MB back to the lowest 256 MB of memory. At this point, the kernel places the CPU in long mode. The kernel could determine dynamically whether to run in 64 or 32-bit mode based on whether the CPU supports long mode. Of course, this would substantially complicate the kernel.
  3. Finally, the kernel sets up the stack and a few other things to start executing C code.

Look through the kernel source files kern/entry.S and kern/bootstrap.S and be able to answer the following question

Using segmentation to work around position dependence

Did you notice above that while the boot loader's link and load addresses match perfectly, there appears to be a (rather large) disparity between the kernel's link and load addresses? Go back and check both and make sure you can see what we're talking about.

Operating system kernels often like to be linked and run at very high virtual address, such as 0x8004100000, in order to leave the lower part of the processor's virtual address space for user programs to use. The reason for this arrangement will become clearer in the next lab.

Many machines don't have any physical memory at address 0x8004100000 so we can't count on being able to store the kernel there. Instead, we will use the processor's memory management hardware to map virtual address0x8004100000 - the link address at which the kernel code expects to run - to physical address 0x100000--- where the boot loader loaded the kernel. This way, although the kernel's virtual address is high enough to leave plenty of address space for user processes, it will be loaded in physical memory at the 1MB point in the PC's RAM, just above the BIOS ROM. This approach requires that the PC have at least a few megabytes of physical memory (so that address 0x00100000 works), but this is likely to be true of any PC built after about 1990.

We will eventually map the entire bottom 256MB of the PC's physical address space, from 0x00000000 through 0x0fffffff, to virtual addresses 0x8004000000 through 0x8013FFFFFF, respectively.

For now, the kernel will initially set up a hand-written, statically-initialized page tables in kern/bootstrap.S. For now, you don't have to understand the details of how this works, just the effect that it accomplishes. Up until kern/bootstrap.S sets the CR0_PG flag, memory references are treated as physical addresses (strictly speaking, they're linear addresses, but boot/boot.S set up an identity mapping from linear addresses to physical addresses and we're never going to change that). Once CR0_PG is set, memory references are virtual addresses that get translated by the virtual memory hardware to physical addresses. pml4 translates virtual addresses in the range 0x8004000000 through 0x8013ffffff to physical addresses 0x00000000 through 0x0fffffff, as well as virtual addresses 0x00000000 through 0xefffffff to physical addresses 0x00000000 through 0xefffffff.

Formatted Printing to the Console

Most people take functions like printf() for granted, sometimes even thinking of them as "primitives" of the C language. But in an OS kernel, we have to implement all I/O ourselves.

Read through kern/printf.c, lib/printfmt.c, and kern/console.c, and make sure you understand their relationship. It will become clear in later labs why printfmt.c is located in the separate lib directory.

Exercise 3. We have omitted a small fragment of code - the code necessary to print octal numbers using patterns of the form "%o". Find and fill in this code fragment.

Be able to answer the following questions:

  1. Explain the interface between printf.c and console.c. Specifically, what function does console.c export? How is this function used by printf.c?
  2. Explain the following from console.c:
    1      if (crt_pos >= CRT_SIZE) {
    2              int i;
    3              memmove(crt_buf, crt_buf + CRT_COLS, (CRT_SIZE - CRT_COLS) * sizeof(uint16_t));
    4              for (i = CRT_SIZE - CRT_COLS; i < CRT_SIZE; i++)
    5                      crt_buf[i] = 0x0700 | ' ';
    6              crt_pos -= CRT_COLS;
    7      }
  3. Trace the execution of the following code step-by-step:
    int x = 1, y = 3, z = 4;
    cprintf("x %d, y %x, z %d\n", x, y, z);
  4. Run the following code.
        unsigned int i = 0x00646c72;
        cprintf("H%x Wo%s", 57616, &i);
    What is the output? Explain how this output is arrived at in the step-by-step manner of the previous exercise. Here's an ASCII table that maps bytes to characters.

    The output depends on that fact that the x86 is little-endian. If the x86 were instead big-endian what would you set i to in order to yield the same output? Would you need to change 57616 to a different value?

    Here's a description of little- and big-endian and a more whimsical description.

  5. In the following code, what is going to be printed after 'y='? (note: the answer is not a specific value.) Why does this happen?
        cprintf("x=%d y=%d", 3);
  6. Let's say that GCC changed its calling convention so that it pushed arguments on the stack in declaration order, so that the last argument is pushed last. How would you have to change cprintf or its interface so that it would still be possible to pass it a variable number of arguments?

Challenge 1 (2 bonus points) Enhance the console to allow text to be printed in different colors. The traditional way to do this is to make it interpret ANSI escape sequences embedded in the text strings printed to the console, but you may use any mechanism you like. There is plenty of information on the reference page and elsewhere on the web on programming the VGA display hardware. If you're feeling really adventurous, you could try switching the VGA hardware into a graphics mode and making the console draw text onto the graphical frame buffer.

The Stack

In the final exercise of this lab, we will explore in more detail the way the C language uses the stack on the x86, and in the process write a useful new kernel monitor function that prints a backtrace of the stack: a list of the saved Instruction Pointer (IP) values from the nested call instructions that led to the current point of execution.

Exercise 4. Determine where the kernel initializes its stack, and exactly where in memory its stack is located. How does the kernel reserve space for its stack? And at which "end" of this reserved area is the stack pointer initialized to point to?

The x86-64 stack pointer (rsp register) points to the lowest location on the stack that is currently in use. Everything below that location in the region reserved for the stack is free. Pushing a value onto the stack involves decreasing the stack pointer and then writing the value to the place the stack pointer points to. Popping a value from the stack involves reading the value the stack pointer points to and then increasing the stack pointer. In 64-bit mode, the stack can only hold 64-bit values, and rsp is always divisible by eight. Various x86-64 instructions, such as call, are "hard-wired" to use the stack pointer register.

The rbp (base pointer) register, in contrast, is associated with the stack primarily by software convention. On entry to a C function, the function's prologue code normally saves the previous function's base pointer by pushing it onto the stack, and then copies the current rsp value into rbp for the duration of the function. If all the functions in a program obey this convention, then at any given point during the program's execution, it is possible to trace back through the stack by following the chain of saved rbp pointers and determining exactly what nested sequence of function calls caused this particular point in the program to be reached. This capability can be particularly useful, for example, when a particular function causes an assert failure or panic because bad arguments were passed to it, but you aren't sure who passed the bad arguments. A stack backtrace lets you find the offending function.

Exercise 5. To become familiar with the C calling conventions on the x86-64, find the address of the test_backtrace function in obj/kern/kernel.asm, set a breakpoint there, and examine what happens each time it gets called after the kernel starts. How many 64-bit words does each recursive nesting level of test_backtrace push on the stack, and what are those words?

Note that, for this exercise to work properly, you should be using the patched version of QEMU available on the tools page or on your course virtual machine. Otherwise, you'll have to manually translate all breakpoint and memory addresses to linear addresses.

The above exercise should give you the information you need to implement a stack backtrace function, which you should call mon_backtrace(). A prototype for this function is already waiting for you in kern/monitor.c. You can do it entirely in C, but you may find the read_rbp() function in inc/x86.h useful. You'll also have to hook this new function into the kernel monitor's command list so that it can be invoked interactively by the user.

The backtrace function should display a listing of function call frames in the following format:

Stack backtrace:
  rbp 00000000f0111f20  rip 00000000f01000be
  rbp 00000000f0111f40  rip 00000000f01000a1

The first line printed reflects the currently executing function, namely mon_backtrace itself, the second line reflects the function that called mon_backtrace, the third line reflects the function that called that one, and so on. You should print all the outstanding stack frames. By studying kern/entry.S you'll find that there is an easy way to tell when to stop.

Within each line, the rbp value indicates the base pointer into the stack used by that function: i.e., the position of the stack pointer just after the function was entered and the function prologue code set up the base pointer. The listed rip value is the function's return instruction pointer: the instruction address to which control will return when the function returns. The return instruction pointer typically points to the instruction after the call instruction (why?).

Read this article on how arguments are mapped to registers on the x86-64 architecture. This is called a calling convention, as software developers agree on this mapping by convention. As the article explains, different compilers may have different standards. For instance, the Windows x86-64 calling convention differs from the Linux x86-64 calling convention.

Here are a few specific points you read about in K&R Chapter 5 that are worth remembering for the following exercise and for future labs.

Although most C programs never need to cast between pointers and integers, operating systems frequently do. Whenever you see an addition involving a memory address, ask yourself whether it is an integer addition or pointer addition and make sure the value being added is appropriately multiplied or not.

Exercise 6. Implement the backtrace function as specified above. Use the same format as in the example, since otherwise the grading script will be confused. When you think you have it working right, run make grade to see if its output conforms to what our grading script expects, and fix it if it doesn't. After you have handed in your Lab 1 code, you are welcome to change the output format of the backtrace function any way you like.

At this point, your backtrace function should give you the addresses of the function callers on the stack that lead to mon_backtrace() being executed. However, in practice you often want to know the function names corresponding to those addresses. For instance, you may want to know which functions could contain a bug that's causing your kernel to crash.

The final exercise will have you list the arguments to each function in the backtrace, if the function has any input values.

On x86-64, arguments are generally passed in registers. If function a calls function b, a may save some register values on the stack and reload them, depending on whether a value will be reused. These decisions are made by the compiler. Thus, in order to find arguments on the stack, we need some help from the compiler.

When JOS is compiled with debugging flags, the compiler outputs a variety of debugging information in the DWARF2 format. Read this article for a brief introduction to DWARF and how debugging symbols work. The key intuition is that DWARF gives the debugger (or monitor backtrace function) enough information to programmatically identify saved arguments on the stack.

To help you implement this functionality, we have provided the function debuginfo_rip(), which looks up rip in the symbol table and returns the debugging information for that address. This function is defined in kern/kdebug.c. Each rip value maps onto a Ripdebuginfo structure. Within this structure is a number of useful fields, including the file and line the rip corresponds to, and fields that list the number of entries and their offsets on the stack (Hint: check out rip_fn_narg, offset_fn_arg, and size_fn_arg).

Exercise 7. Modify your stack backtrace function to display, for each rip, the function arguments, the function name, source file name, and line number corresponding to that rip.

Add a backtrace command to the kernel monitor, and extend your implementation of mon_backtrace to call debuginfo_rip and print a line for each stack frame of the form:

K> backtrace
Stack backtrace:
  rbp 000000800421af00  rip 00000080042010ff
       kern/monitor.c:86: mon_backtrace+0000000000000035  args:3  0000000000000000 000000000421b909 0000000000000080
  rbp 000000800421afb0  rip 000000800420144d
       kern/monitor.c:163: runcmd+00000000000001d3  args:2  0000000000000001 0000000000000002
  rbp 000000800421afe0  rip 0000008004201508
       kern/monitor.c:185: monitor+000000000000007d  args:1  0000000000000080
  rbp 000000800421aff0  rip 0000008004200196
       kern/init.c:172: i386_init+00000000000000ba  args:0

Each line gives the file name and line within that file of the stack frame's rip, followed by the name of the function and the offset of the rip from the first instruction of the function (e.g., monitor+106 means the return rip is 106 bytes past the beginning of monitor), followed by the number of function arguments and then the actual arguments themselves.

Hint: for the function arguments, take a look the struct Ripdebuginfo in kern/kdebug.h. This structure is filled by the call to debuginfo_rip. The x86_64 calling convention states that the function arguments are pushed onto the stack. Refer to this article on the calling convention to figure out how to read the actual function arguments on the stack.

Be sure to print the file and function names on a separate line, to avoid confusing the grading script.

Tip: printf format strings provide an easy, albeit obscure, way to print non-null-terminated strings like those in the DWARF2 tables. printf("%.*s", length, string) prints at most length characters of string. Take a look at the printf man page to find out why this works.

You may find that the some functions are missing from the backtrace. For example, you will probably see a call to monitor() but not to runcmd(). This is because the compiler in-lines some function calls. Other optimizations may cause you to see unexpected line numbers. If you get rid of the -O2 from GNUMakefile, the backtraces may make more sense (but your kernel will run more slowly).

Hand-In Procedure

We will be grading your solutions with a grading program. You can run make grade to test your solutions with the grading program.

Handins in this class will be through a combination of submitting a branch of your code, via gradescope.

On each assignment, the instructor may post updates to the starter code. Before handing in, be sure you have the latest version of the starter code by runnning make update from the current branch you are working on.

Second, you need to create a file in the top-level directory of your code named gitinfo.txt. This file should have precisely two lines: one with the repository name in ssh format, not https, and one with the branch you wish to submit. For example, if your team repo is jos-dontest and you are submitting the main branch, your gitinfo.txt file should look like ths:

Make sure you add and push this file to github. This is admittedly a small hack to deal with a gap in gradescope, but I appreciate your help.

Third, you will actually go to gradescope for the Lab1 assignment, and submit via github. After a few minutes, you should be able to see the results of the autograder and confirm it matches what you expect. Let course staff know ASAP if there is an issue.

In this and all other labs, you may complete challenge problems for extra credit. If you complete challenge problems, please submit a copy of the lab to the "Challenge" assignment in gradescope for this lab. Note that challenge problems may be submitted until the last day of classes for no penalty (hence the separate assignment). Please edit challenge.txt to list each challenge problem number you completed, and, for each problem, write a short (e.g., one or two paragraph) description of what you did to solve your chosen challenge problem and how to test it. If you implement more than one challenge problem, you must describe each one.

If you submit multiple times, we will take the latest submission and count late hours accordingly.

You do not need to turn in answers to any of the questions in the text of the lab. (Do answer them for yourself though! They will help with the rest of the lab.)

This completes the lab.

Last updated: 2024-01-29 12:14:26 -0500 [validate xhtml]