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- <a name="Symbol_002dtable"></a>
- <div class="header">
- <p>
- Next: <a href="mmo-section-mapping.html#mmo-section-mapping" accesskey="n" rel="next">mmo section mapping</a>, Previous: <a href="File-layout.html#File-layout" accesskey="p" rel="prev">File layout</a>, Up: <a href="mmo.html#mmo" accesskey="u" rel="up">mmo</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="BFD-Index.html#BFD-Index" title="Index" rel="index">Index</a>]</p>
- </div>
- <hr>
- <a name="Symbol-table-format"></a>
- <h4 class="subsection">3.5.2 Symbol table format</h4>
- <p>From mmixal.w (or really, the generated mmixal.tex) in the
- MMIXware package which also contains the <code>mmix</code> simulator:
- “Symbols are stored and retrieved by means of a ‘<samp>ternary
- search trie</samp>’, following ideas of Bentley and Sedgewick. (See
- ACM–SIAM Symp. on Discrete Algorithms ‘<samp>8</samp>’ (1997), 360–369;
- R.Sedgewick, ‘<samp>Algorithms in C</samp>’ (Reading, Mass.
- Addison–Wesley, 1998), ‘<samp>15.4</samp>’.) 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.”
- </p>
- <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>
- <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:
- </p>
- <div class="example">
- <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 & 0xf).
-
- (MMO3_REGQUAL_BITS)
- j == 0xf: A register variable. The following
- byte tells which register.
- j <= 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 > 8: As with j <= 8, but add (0x20 << 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></div>
-
- <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>).
- </p>
- <div class="example">
- <pre class="example"> 0x980b0000 - lop_stab for ":Main" = 0, serial 1.
- 0x203a4040
- 0x10404020
- 0x4d206120
- 0x69016e00
- 0x81000000
- </pre></div>
-
- <p>This forms the trivial trie (note that the path between “:” and
- “M” is redundant):
- </p>
- <div class="example">
- <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></div>
-
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- <p>
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