How do I sort an array in NASM? - arrays

I'm posting this because found this assignment rather difficult, and StackOverflow has helped me countless times. Hopefully this will help someone else out.
Problem Description:
Read in N integers, terminated by a value of zero (zero is not used). Sort these numbers into ascending order and print them out. An error message must be produced if either no data is entered prior to a value of zero, or if too much data is entered and would overflow the array. This program should be able to handle up to 100 integer values.
Approach:
I decided to use a bubble sort, which iterates through each value in the array N times for an array of size N. It looks at each value and compares it to the next value; if the first value is higher than the next, it switches them. this could easily be modified to list them in descending order, as well. Anyway, what was most difficult here was handling a nested loop in nasm, and properly looping with all the ecx values and whatnot. The code I'm posting is well commented. Also, any constructive criticism is welcome, as are questions.
Reflections on this project:
I think there may be a better way to go through elements in the array, rather than using ebx. Masm has a pointer thing that can be used to iterate through the values. This code works and meets the requirements, but it could probably be better. Also, bubble sort may not be the best way to do it. I know there are other sorting algorithms, but bubble seemed the easiest to implement in nasm.

It would have been better to include your solution in the question. Now it seemed like the question had already been answered and did not need anymore attention. Lucky you, here are my thoughts about it:
You have to initialize the array with 101 doublewords because you will have stored that many inputs before jumping to the label tooManyInts.
When decrementing ECX you comment it is because of 0-based indexing. This is not true. It's because a series of N elements requires N-1 comparisons.
I find it hard to keep track of what's on the stack. Might I suggest you comment somewhat like this
push ecx ;(1)
dec ecx
push ecx ;(2)
...
loop L3
pop ecx ;(2)
SetWrite:
xor ebx,ebx
pop ecx ;(1)

Related

How to find the minimum possible number of actions for unsorted stack using second stack?

Given sorted array with its unsorted version implemented as stack and an empty stack. The task is to find the minimum possible actions (swap 1st 2 elements, pop from one push to another one, shift, reverse shift) for those 2 stacks so the 1st stack becomes sorted. I really tried to find any algorithm, but didn't find anything useful.

NASM Assembly Add Array elements [duplicate]

mov ecx, 16
looptop: .
.
.
loop looptop
How many times will this loop execute?
What happens if ecx = 0 to start with? Does loop jump or fall-through in that case?
loop is exactly like dec ecx / jnz, except it doesn't set flags.
It's like the bottom of a do {} while(--ecx != 0); in C. If execution enters the loop with ecx = 0, wrap-around means the loop will run 2^32 times. (Or 2^64 times in 64-bit mode, because it uses RCX.)
Unlike rep movsb/stosb/etc., it doesn't check for ECX=0 before decrementing, only after1.
The address-size determines whether it uses CX, ECX, or RCX. So in 64-bit code, addr32 loop is like dec ecx / jnz, while a regular loop is like dec rcx / jnz. Or in 16-bit code, it normally uses CX, but an address-size prefix (0x67) will make it use ecx. As Intel's manual says, it ignores REX.W, because that sets the operand-size, not the address-size.
rep string instructions use the address-size prefix the same way, overriding the address size but also RCX vs. ECX (or CX vs. ECX in modes other than 64-bit). The operand-size for string instructions is already used to determine movsw vs. movsd vs. movsq, and you want address/repeat size to be orthogonal to that. Having loop and jrcxz/jecxz follow that behaviour is just continuing the design intent from 8086 of loop being intended for use with string operations when a simple rep couldn't get the job done; see below.
Related: Why are loops always compiled into "do...while" style (tail jump)? for more about loop structure in asm, while() {} vs. do {} while() and how to lay them out.
Footnote 1: jcxz (or x86-64 jrcxz) was intended for use before the top of a do {} while style loop, to skip it if it should run 0 times. On modern CPUs test rcx, rcx / jz is more efficient.
Stephen Morse, architect of 8086, wrote about the intended uses of loop/jcxz with string instructions in that section of his book, The 8086 Primer, available for free on his web site: https://www.stevemorse.org/8086/index.html. See the "complex string instructions" subsection, starting at the bottom of page 71. (Or start reading from earlier in the chapter, the whole String Instructions section starts on page 66. But note #ecm's review of a few things the book seems to explain poorly or incorrectly.)
If you're wondering about the design intent of x86 instructions, you won't find a better source than this. That's separate from the best / most efficient way to use them, especially on modern x86, but very good intro for beginners into what you can do with asm instructions as building blocks.
Extra debugging tips
If you ever want to know the details on an instruction, check the manual: either Intel's official vol.2 PDF instruction set reference manual, or an html extract with each entry on a different page (http://felixcloutier.com/x86/). But note that the HTML leaves out the intro and appendices that have details on how to interpret stuff, like when it says "flags are set according to the result" for instructions like add.
And you can (and should) also just try stuff in a debugger: single-step and watch registers change. Use a smaller starting value for ecx so you get to the interesting ecx=1 part sooner. See also the x86 tag wiki for links to manuals, guides, and asm debugging tips at the bottom.
And BTW, if the instructions inside the loop that aren't shown modify ecx, it could loop any number of times. For the question to have a simple and unique answer, you need a guarantee that the instructions between the label and the loop instruction don't modify ecx. (They could save/restore it, but if you're going to do that it's usually better to just use a different register as the loop counter. push/pop inside a loop makes your code hard to read.)
Rant about over-use of LOOP even when you already need to increment something else in the loop. LOOP isn't the only way to loop, and usually it's the worst.
You should normally never use the loop instruction unless optimizing for code-size at the expense of speed, because it's slow. Compilers don't use it. (So CPU vendors don't bother to make it fast; catch 22.) Use dec / jnz, or an entirely different loop condition. (See also http://agner.org/optimize/ to learn more about what's efficient.)
Loops don't even have to use a counter; it's often just as good if not better to compare a pointer to an end address, or to check for some other condition. (Pointless use of loop is one of my pet peeves, especially when you already have something in another register that would work as a loop counter.) Using cx as a loop counter often just ties up one of your precious few registers when you could have used cmp/jcc on another register you were incrementing anyway.
IMO, loop should be considered one of those obscure x86 instructions that beginners shouldn't be distracted with. Like stosd (without a rep prefix), aam or xlatb. It does have real uses when optimizing for code size, though. (That's sometimes useful in real life for machine code (like for boot sectors), not just for stuff like code golf.)
IMO, just teach / learn how conditional branches work, and how to make loops out of them. Then you won't get stuck into thinking there's something special about a loop that uses loop. I've seen an SO question or comment that said something like "I thought you had to declare loops", and didn't realize that loop was just an instruction.
</rant>. Like I said, loop is one of my pet peeves. It's an obscure code-golfing instruction, unless you're optimizing for an actual 8086.

How exactly does the x86 LOOP instruction work?

mov ecx, 16
looptop: .
.
.
loop looptop
How many times will this loop execute?
What happens if ecx = 0 to start with? Does loop jump or fall-through in that case?
loop is exactly like dec ecx / jnz, except it doesn't set flags.
It's like the bottom of a do {} while(--ecx != 0); in C. If execution enters the loop with ecx = 0, wrap-around means the loop will run 2^32 times. (Or 2^64 times in 64-bit mode, because it uses RCX.)
Unlike rep movsb/stosb/etc., it doesn't check for ECX=0 before decrementing, only after1.
The address-size determines whether it uses CX, ECX, or RCX. So in 64-bit code, addr32 loop is like dec ecx / jnz, while a regular loop is like dec rcx / jnz. Or in 16-bit code, it normally uses CX, but an address-size prefix (0x67) will make it use ecx. As Intel's manual says, it ignores REX.W, because that sets the operand-size, not the address-size.
rep string instructions use the address-size prefix the same way, overriding the address size but also RCX vs. ECX (or CX vs. ECX in modes other than 64-bit). The operand-size for string instructions is already used to determine movsw vs. movsd vs. movsq, and you want address/repeat size to be orthogonal to that. Having loop and jrcxz/jecxz follow that behaviour is just continuing the design intent from 8086 of loop being intended for use with string operations when a simple rep couldn't get the job done; see below.
Related: Why are loops always compiled into "do...while" style (tail jump)? for more about loop structure in asm, while() {} vs. do {} while() and how to lay them out.
Footnote 1: jcxz (or x86-64 jrcxz) was intended for use before the top of a do {} while style loop, to skip it if it should run 0 times. On modern CPUs test rcx, rcx / jz is more efficient.
Stephen Morse, architect of 8086, wrote about the intended uses of loop/jcxz with string instructions in that section of his book, The 8086 Primer, available for free on his web site: https://www.stevemorse.org/8086/index.html. See the "complex string instructions" subsection, starting at the bottom of page 71. (Or start reading from earlier in the chapter, the whole String Instructions section starts on page 66. But note #ecm's review of a few things the book seems to explain poorly or incorrectly.)
If you're wondering about the design intent of x86 instructions, you won't find a better source than this. That's separate from the best / most efficient way to use them, especially on modern x86, but very good intro for beginners into what you can do with asm instructions as building blocks.
Extra debugging tips
If you ever want to know the details on an instruction, check the manual: either Intel's official vol.2 PDF instruction set reference manual, or an html extract with each entry on a different page (http://felixcloutier.com/x86/). But note that the HTML leaves out the intro and appendices that have details on how to interpret stuff, like when it says "flags are set according to the result" for instructions like add.
And you can (and should) also just try stuff in a debugger: single-step and watch registers change. Use a smaller starting value for ecx so you get to the interesting ecx=1 part sooner. See also the x86 tag wiki for links to manuals, guides, and asm debugging tips at the bottom.
And BTW, if the instructions inside the loop that aren't shown modify ecx, it could loop any number of times. For the question to have a simple and unique answer, you need a guarantee that the instructions between the label and the loop instruction don't modify ecx. (They could save/restore it, but if you're going to do that it's usually better to just use a different register as the loop counter. push/pop inside a loop makes your code hard to read.)
Rant about over-use of LOOP even when you already need to increment something else in the loop. LOOP isn't the only way to loop, and usually it's the worst.
You should normally never use the loop instruction unless optimizing for code-size at the expense of speed, because it's slow. Compilers don't use it. (So CPU vendors don't bother to make it fast; catch 22.) Use dec / jnz, or an entirely different loop condition. (See also http://agner.org/optimize/ to learn more about what's efficient.)
Loops don't even have to use a counter; it's often just as good if not better to compare a pointer to an end address, or to check for some other condition. (Pointless use of loop is one of my pet peeves, especially when you already have something in another register that would work as a loop counter.) Using cx as a loop counter often just ties up one of your precious few registers when you could have used cmp/jcc on another register you were incrementing anyway.
IMO, loop should be considered one of those obscure x86 instructions that beginners shouldn't be distracted with. Like stosd (without a rep prefix), aam or xlatb. It does have real uses when optimizing for code size, though. (That's sometimes useful in real life for machine code (like for boot sectors), not just for stuff like code golf.)
IMO, just teach / learn how conditional branches work, and how to make loops out of them. Then you won't get stuck into thinking there's something special about a loop that uses loop. I've seen an SO question or comment that said something like "I thought you had to declare loops", and didn't realize that loop was just an instruction.
</rant>. Like I said, loop is one of my pet peeves. It's an obscure code-golfing instruction, unless you're optimizing for an actual 8086.

Assembly language program (sum the differences of a number in an array)

I have been tasked, with a homework assignment (I'm not going to sugar-coat it), writing a 32-bit assembly program that uses a loop and indexed addressing to calculate the sum of the gaps between successive array elements, which are in non-decreasing order. (Ex: dwarray dword 0,2,5,9,10)
What I don't know how to do is subtract the nth element of an array from the nth-1 element in the array using a loop. If I did, then I would store the result in a different register and keep adding the results into that register until the last element has been reached. I'm only looking to be pointed in the right direction (I'm not looking for the answer). Does anyone have any suggestions?
Since you will be using a loop you'll need a loop counter equal to the number of elements in the array minus 1.
Convenient instructions would be add eax,[ebx+ecx*4] and sub eax,[ebx+ecx*4-4]

What is the logical difference between loops and recursive functions?

I came across this video which is discussing how most recursive functions can be written with for loops but when I thought about it, I couldn't see the logical difference between the two. I found this topic here but it only focuses on the practical difference as do many other similar topics on the web so what is the logical difference in the way a loop and a recursion are handled?
Bottom line up front -- recursion is more versatile but in practice is generally less efficient than looping.
A loop could in principle always be implemented as a recursion if you wished to do so. In practice the limits of stack resources put serious constraints on the size of the problems you can address. I can and have built loops that iterate a billion times, something I'd never try with recursion unless I was certain the compiler could and would convert the recursion into a loop. Because of the stack limits and efficiency, people often try to find a looping equivalent for recursions.
Tail recursions can always be converted to loops. However, there are recursions that can't be converted. As an example, I work with statistical design of experiments. Sometimes a large design is constructed by "crossing" several smaller sub-designs. Crossing is where you concatenate every row of a second design to each row of the first. For two sub-designs, all this needs is simple nested looping, but for three or more designs you need to increase the level of nesting, adding one level of nesting for each additional sub-design. So while this is nested looping in principle, in practice the amount of nesting is variable. If you tried to implement it with looping you'd have to revise your program to add/subtract nested loops every time you were dealing with a different number of sub-designs to be crossed, so you can't write an immutable loop-based version. This can easily be implemented with recursion. In this case, I'm happy to trade a slight amount of efficiency, because I wrote and debugged the code 6 years ago and haven't had to revise it since, despite creating lots of crossed designs of varying complexity since then.
One way to think through this is that the choice for recursion or iteration depends on how you think about the problem being solved. Certain "ways of thinking" lead more naturally to recursive solutions, and other ways of thinking lead to more iterative solutions. For any problem, you can in principle think in a way that gives you a recursive solution or a way that gives you an iterative solution. (Sometimes the iterative solution will just end up simulating a recursion stack, but there is no actual recursion there.)
Here's an example. You have an array of integers (positive or negative), and you want to find the maximum segment sum. A segment is a piece of the array that is contiguous. So in the array [3, -4, 2, 1, -2, 4], the maximum segment sum is 5, and you get that from the segment [2, 1, -2, 4]; its sum is 5.
OK - so how might we solve this problem? One thing you might do is reason like this: "if I knew the maximum segment sum in the left half, and the maximum segment sum in the right half, then maybe I could somehow jam those together and figure out the maximum segment sum overall". This idea would require you to find the maximum segment sum on the two subhalves, and this is a smaller instance of the original problem. This is recursion, and a direct translation of this idea into code would therefore be recursive.
But the maximum segment sum problem isn't "recursive" or "iterative" -- it can be both, depending on how you think about the solution. I gave a recursive thought process above. Here is an iterative process: "well, if I add up the elements in each of the segments that start at some index i and end at some index j, I can just take the maximum of these to solve the problem". And directly trying to code this approach would give you triply nested loops (and a bad mark on an assignment because it's horribly inefficient!).
So, the same problem, depending on how the problem is conceptualized, can lead to a recursive or iterative solution. Now, I happened to choose a problem where there are many ways of solving it, and where there are reasonable recursive and iterative solutions. Some problems, however, admit only one type of solution, and that solution may be most naturally implemented using recursion or iteration. For example, if I asked you to write a function that keeps asking the user to enter a letter until they enter y or n, you might start thinking: "keep repeating the prompt and asking for input..." and before you know it you have some iterative code. Perhaps you might instead think recursively: "if the user enters y or n, I am done; otherwise ask the user for y or n"... in which case you'd generate a recursive algorithm. But the recursion here doesn't give you much: it unnecessarily uses a stack and doesn't make the program any faster. (Recursion sometimes makes it easier to prove correctness, in which case you might present something recursively even though you could alternately give a reasonable iterative solution.)

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