By Jeff Duntemann
The eagerly expected re-creation of the bestselling creation to x86 meeting language
The long-awaited 3rd version of this bestselling advent to meeting language has been thoroughly rewritten to target 32-bit protected-mode Linux and the unfastened NASM assembler. meeting is the basic language bridging human rules and the natural silicon hearts of desktops, and renowned writer Jeff Dunteman keeps his designated lighthearted sort as he provides a step by step method of this tough technical self-discipline.
He begins on the very starting, explaining the elemental principles of programmable computing, the binary and hexadecimal quantity platforms, the Intel x86 desktop structure, and the method of software program improvement lower than Linux. From that origin he systematically treats the x86 guide set, reminiscence addressing, methods, macros, and interface to the C-language code libraries upon which Linux itself is equipped.
Serves as a great creation to x86 computing strategies, as confirmed by way of the one language at once understood by way of the CPU itself
Uses an approachable, conversational type that assumes no past event in programming of any kind
Presents x86 structure and meeting options via a cumulative educational method that's perfect for self-paced instruction
Focuses completely on unfastened, open-source software program, together with Ubuntu Linux, the NASM assembler, the Kate editor, and the Gdb/Insight debugger
Includes an x86 guideline set reference for the commonest desktop directions, particularly adapted to be used by means of programming beginners
Woven into the presentation are lots of meeting code examples, plus sensible tips about software program layout, coding, checking out, and debugging, all utilizing unfastened, open-source software program which may be downloaded for free of charge from the Internet.
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Additional resources for Assembly Language Step-by-Step: Programming with Linux (3rd Edition)
Once more, this is a metaphor. Don’t take the game board too literally. (Alas, Silicon Valley life was way too much like this in the go-go 1990s. ) Assembly Language Programming As a Board Game Now that you’re thinking in terms of board games, take a look at Figure 1-2. What I’ve drawn is actually a fair approximation of assembly language as it was used on some of our simpler computers about 25 or 30 years ago. The column marked ‘‘Program Instructions’’ is the main path around the edge of the board, of which only a portion can be shown here.
Your eyes rest on chicken with cashews. Naw, too bland. That was a test. You slide down to the next item. Chicken with black mushrooms. Hmm, no, had that last week. That was another test. Next item: Kung Pao chicken. Yeah, that’s it! That was a third test. The choice was not among chicken with cashews, chicken with black mushrooms, or Kung Pao chicken. Each dish had its moment, poised before the critical eye of your mind, and you turned thumbs up or thumbs down on it, individually. ’’ Let me give you another example.
The short block of instructions marked PROCEDURE is a detour off the main stream of instructions. At any point in the program you can duck out into the procedure, perform its steps and tests, and then return to the very place from which you left. This allows a sequence of steps and tests that is generally useful and used frequently to exist in only one place, rather than as a separate copy everywhere it is needed. Addresses Another critical concept lies in the funny numbers at the left side of the program step locations and data locations.
Assembly Language Step-by-Step: Programming with Linux (3rd Edition) by Jeff Duntemann