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 - <a name="How-Overlays-Work"></a>
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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>
 - </div>
 - <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>
 - 
 - 
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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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