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- <title>How Overlays Work (Debugging with GDB)</title>
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- <a name="How-Overlays-Work"></a>
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- Next: <a href="Overlay-Commands.html#Overlay-Commands" accesskey="n" rel="next">Overlay Commands</a>, Up: <a href="Overlays.html#Overlays" accesskey="u" rel="up">Overlays</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Concept-Index.html#Concept-Index" title="Index" rel="index">Index</a>]</p>
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- <hr>
- <a name="How-Overlays-Work-1"></a>
- <h3 class="section">14.1 How Overlays Work</h3>
- <a name="index-mapped-overlays"></a>
- <a name="index-unmapped-overlays"></a>
- <a name="index-load-address_002c-overlay_0027s"></a>
- <a name="index-mapped-address"></a>
- <a name="index-overlay-area"></a>
-
- <p>Suppose you have a computer whose instruction address space is only 64
- kilobytes long, but which has much more memory which can be accessed by
- other means: special instructions, segment registers, or memory
- management hardware, for example. Suppose further that you want to
- adapt a program which is larger than 64 kilobytes to run on this system.
- </p>
- <p>One solution is to identify modules of your program which are relatively
- independent, and need not call each other directly; call these modules
- <em>overlays</em>. Separate the overlays from the main program, and place
- their machine code in the larger memory. Place your main program in
- instruction memory, but leave at least enough space there to hold the
- largest overlay as well.
- </p>
- <p>Now, to call a function located in an overlay, you must first copy that
- overlay’s machine code from the large memory into the space set aside
- for it in the instruction memory, and then jump to its entry point
- there.
- </p>
-
- <div class="smallexample">
- <pre class="smallexample"> Data Instruction Larger
- Address Space Address Space Address Space
- +-----------+ +-----------+ +-----------+
- | | | | | |
- +-----------+ +-----------+ +-----------+<-- overlay 1
- | program | | main | .----| overlay 1 | load address
- | variables | | program | | +-----------+
- | and heap | | | | | |
- +-----------+ | | | +-----------+<-- overlay 2
- | | +-----------+ | | | load address
- +-----------+ | | | .-| overlay 2 |
- | | | | | |
- mapped --->+-----------+ | | +-----------+
- address | | | | | |
- | overlay | <-' | | |
- | area | <---' +-----------+<-- overlay 3
- | | <---. | | load address
- +-----------+ `--| overlay 3 |
- | | | |
- +-----------+ | |
- +-----------+
- | |
- +-----------+
-
- <a name="A-code-overlay"></a>A code overlay
- </pre></div>
-
- <p>The diagram (see <a href="#A-code-overlay">A code overlay</a>) shows a system with separate data
- and instruction address spaces. To map an overlay, the program copies
- its code from the larger address space to the instruction address space.
- Since the overlays shown here all use the same mapped address, only one
- may be mapped at a time. For a system with a single address space for
- data and instructions, the diagram would be similar, except that the
- program variables and heap would share an address space with the main
- program and the overlay area.
- </p>
- <p>An overlay loaded into instruction memory and ready for use is called a
- <em>mapped</em> overlay; its <em>mapped address</em> is its address in the
- instruction memory. An overlay not present (or only partially present)
- in instruction memory is called <em>unmapped</em>; its <em>load address</em>
- is its address in the larger memory. The mapped address is also called
- the <em>virtual memory address</em>, or <em>VMA</em>; the load address is also
- called the <em>load memory address</em>, or <em>LMA</em>.
- </p>
- <p>Unfortunately, overlays are not a completely transparent way to adapt a
- program to limited instruction memory. They introduce a new set of
- global constraints you must keep in mind as you design your program:
- </p>
- <ul>
- <li> Before calling or returning to a function in an overlay, your program
- must make sure that overlay is actually mapped. Otherwise, the call or
- return will transfer control to the right address, but in the wrong
- overlay, and your program will probably crash.
-
- </li><li> If the process of mapping an overlay is expensive on your system, you
- will need to choose your overlays carefully to minimize their effect on
- your program’s performance.
-
- </li><li> The executable file you load onto your system must contain each
- overlay’s instructions, appearing at the overlay’s load address, not its
- mapped address. However, each overlay’s instructions must be relocated
- and its symbols defined as if the overlay were at its mapped address.
- You can use GNU linker scripts to specify different load and relocation
- addresses for pieces of your program; see <a href="http://sourceware.org/binutils/docs/ld/Overlay-Description.html#Overlay-Description">Overlay Description</a> in <cite>Using ld: the GNU linker</cite>.
-
- </li><li> The procedure for loading executable files onto your system must be able
- to load their contents into the larger address space as well as the
- instruction and data spaces.
-
- </li></ul>
-
- <p>The overlay system described above is rather simple, and could be
- improved in many ways:
- </p>
- <ul>
- <li> If your system has suitable bank switch registers or memory management
- hardware, you could use those facilities to make an overlay’s load area
- contents simply appear at their mapped address in instruction space.
- This would probably be faster than copying the overlay to its mapped
- area in the usual way.
-
- </li><li> If your overlays are small enough, you could set aside more than one
- overlay area, and have more than one overlay mapped at a time.
-
- </li><li> You can use overlays to manage data, as well as instructions. In
- general, data overlays are even less transparent to your design than
- code overlays: whereas code overlays only require care when you call or
- return to functions, data overlays require care every time you access
- the data. Also, if you change the contents of a data overlay, you
- must copy its contents back out to its load address before you can copy a
- different data overlay into the same mapped area.
-
- </li></ul>
-
-
- <hr>
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- <p>
- Next: <a href="Overlay-Commands.html#Overlay-Commands" accesskey="n" rel="next">Overlay Commands</a>, Up: <a href="Overlays.html#Overlays" accesskey="u" rel="up">Overlays</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Concept-Index.html#Concept-Index" title="Index" rel="index">Index</a>]</p>
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