JMP (x86 Instruction)
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JMP (x86 Instruction)
In the x86 assembly language, the JMP instruction performs an unconditional jump. Such an instruction transfers the flow of execution by changing the program counter. There are a number of different opcodes that perform a jump; depending on whether the processor is in real mode or protected mode, and an override instruction is used, the instructions may take 16-bit, 32-bit, or segment:offset pointers. There are many different forms of jumps: relative, conditional, absolute and register-indirect jumps. The following examples illustrate: # a relative jump with a 16-bit pointer; # a long jump (inter-segment), a relative jump with a 32-bit pointer; # and a register-indirect absolute jump using the EAX register. (Note that although the first and second jumps are relative, commonly the destination address is shown instead of the relative offset as encoded in the opcode.) Example one: Load IP with the new value 0x89AB, then load CS with 0xACDC and IP with 0x5578. JMP 0x89AB JMP 0x ...
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X86 Assembly Language
x86 assembly language is the name for the family of assembly languages which provide some level of backward compatibility with CPUs back to the Intel 8008 microprocessor, which was launched in April 1972. It is used to produce object code for the x86 class of processors. Regarded as a programming language, assembly is ''machine-specific'' and '' low-level''. Like all assembly languages, x86 assembly uses mnemonics to represent fundamental CPU instructions, or machine code. Assembly languages are most often used for detailed and time-critical applications such as small real-time embedded systems, operating-system kernels, and device drivers, but can also be used for other applications, such as the game '' Roller Coaster Tycoon'', 99% of which was written in x86 assembly. A compiler will sometimes produce assembly code as an intermediate step when translating a high-level program into machine code. Keywords Mnemonics and opcodes Each x86 assembly instruction is represented ...
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Instruction (computer Science)
In computer science, an instruction set architecture (ISA), also called computer architecture, is an abstract model of a computer. A device that executes instructions described by that ISA, such as a central processing unit (CPU), is called an ''implementation''. In general, an ISA defines the supported instructions, data types, registers, the hardware support for managing main memory, fundamental features (such as the memory consistency, addressing modes, virtual memory), and the input/output model of a family of implementations of the ISA. An ISA specifies the behavior of machine code running on implementations of that ISA in a fashion that does not depend on the characteristics of that implementation, providing binary compatibility between implementations. This enables multiple implementations of an ISA that differ in characteristics such as performance, physical size, and monetary cost (among other things), but that are capable of running the same machine code, so that a ...
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Execution (computers)
Execution in computer and software engineering is the process by which a computer or virtual machine reads and acts on the instructions of a computer program. Each instruction of a program is a description of a particular action which must be carried out, in order for a specific problem to be solved. Execution involves repeatedly following a ' fetch–decode–execute' cycle for each instruction done by control unit. As the executing machine follows the instructions, specific effects are produced in accordance with the semantics of those instructions. Programs for a computer may be executed in a batch process without human interaction or a user may type commands in an interactive session of an interpreter. In this case, the "commands" are simply program instructions, whose execution is chained together. The term run is used almost synonymously. A related meaning of both "to run" and "to execute" refers to the specific action of a user starting (or ''launching'' or ''invokin ...
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Program Counter
The program counter (PC), commonly called the instruction pointer (IP) in Intel x86 and Itanium microprocessors, and sometimes called the instruction address register (IAR), the instruction counter, or just part of the instruction sequencer, is a processor register that indicates where a computer is in its program sequence. Usually, the PC is incremented after fetching an instruction, and holds the memory address of (" points to") the next instruction that would be executed. Processors usually fetch instructions sequentially from memory, but ''control transfer'' instructions change the sequence by placing a new value in the PC. These include branches (sometimes called jumps), subroutine calls, and returns. A transfer that is conditional on the truth of some assertion lets the computer follow a different sequence under different conditions. A branch provides that the next instruction is fetched from elsewhere in memory. A subroutine call not only branches but saves the preced ...
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Opcode
In computing, an opcode (abbreviated from operation code, also known as instruction machine code, instruction code, instruction syllable, instruction parcel or opstring) is the portion of a machine language instruction that specifies the operation to be performed. Beside the opcode itself, most instructions also specify the data they will process, in the form of operands. In addition to opcodes used in the instruction set architectures of various CPUs, which are hardware devices, they can also be used in abstract computing machines as part of their byte code specifications. Overview Specifications and format of the opcodes are laid out in the instruction set architecture ( ISA) of the processor in question, which may be a general CPU or a more specialized processing unit. Opcodes for a given instruction set can be described through the use of an opcode table detailing all possible opcodes. Apart from the opcode itself, an instruction normally also has one or more specifiers ...
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Real Mode
Real mode, also called real address mode, is an operating mode of all x86-compatible CPUs. The mode gets its name from the fact that addresses in real mode always correspond to real locations in memory. Real mode is characterized by a 20-bit segmented memory address space (giving 1 MB of addressable memory) and unlimited direct software access to all addressable memory, I/O addresses and peripheral hardware. Real mode provides no support for memory protection, multitasking, or code privilege levels. Before the release of the 80286, which introduced protected mode, real mode was the only available mode for x86 CPUs; and for backward compatibility, all x86 CPUs start in real mode when reset, though it is possible to emulate real mode on other systems when starting on other modes. History The 286 architecture introduced protected mode, allowing for (among other things) hardware-level memory protection. Using these new features, however, required a new operating system that was ...
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Protected Mode
In computing, protected mode, also called protected virtual address mode, is an operational mode of x86-compatible central processing units (CPUs). It allows system software to use features such as virtual memory, paging and safe multi-tasking designed to increase an operating system's control over application software. When a processor that supports x86 protected mode is powered on, it begins executing instructions in real mode, in order to maintain backward compatibility with earlier x86 processors. Protected mode may only be entered after the system software sets up one descriptor table and enables the Protection Enable (PE) bit in the control register 0 (CR0). Protected mode was first added to the x86 architecture in 1982, with the release of Intel's 80286 (286) processor, and later extended with the release of the 80386 (386) in 1985. Due to the enhancements added by protected mode, it has become widely adopted and has become the foundation for all subsequent enhancements ...
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16-bit
16-bit microcomputers are microcomputers that use 16-bit microprocessors. A 16-bit register can store 216 different values. The range of integer values that can be stored in 16 bits depends on the integer representation used. With the two most common representations, the range is 0 through 65,535 (216 − 1) for representation as an (unsigned) binary number, and −32,768 (−1 × 215) through 32,767 (215 − 1) for representation as two's complement. Since 216 is 65,536, a processor with 16-bit memory addresses can directly access 64 KB (65,536 bytes) of byte-addressable memory. If a system uses segmentation with 16-bit segment offsets, more can be accessed. 16-bit architecture The MIT Whirlwind ( 1951) was quite possibly the first-ever 16-bit computer. It was an unusual word size for the era; most systems used six-bit character code and used a word length of some multiple of 6-bits. This changed with the effort to introduce ASCII, which used a 7-bit code and naturally led ...
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32-bit
In computer architecture, 32-bit computing refers to computer systems with a processor, memory, and other major system components that operate on data in 32-bit units. Compared to smaller bit widths, 32-bit computers can perform large calculations more efficiently and process more data per clock cycle. Typical 32-bit personal computers also have a 32-bit address bus, permitting up to 4 GB of RAM to be accessed; far more than previous generations of system architecture allowed. 32-bit designs have been used since the earliest days of electronic computing, in experimental systems and then in large mainframe and minicomputer systems. The first hybrid 16/32-bit microprocessor, the Motorola 68000, was introduced in the late 1970s and used in systems such as the original Apple Macintosh. Fully 32-bit microprocessors such as the Motorola 68020 and Intel 80386 were launched in the early to mid 1980s and became dominant by the early 1990s. This generation of personal computers coincided ...
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Pointer (computer Programming)
In computer science, a pointer is an object in many programming languages that stores a memory address. This can be that of another value located in computer memory, or in some cases, that of memory-mapped computer hardware. A pointer ''references'' a location in memory, and obtaining the value stored at that location is known as ''dereferencing'' the pointer. As an analogy, a page number in a book's index could be considered a pointer to the corresponding page; dereferencing such a pointer would be done by flipping to the page with the given page number and reading the text found on that page. The actual format and content of a pointer variable is dependent on the underlying computer architecture. Using pointers significantly improves performance for repetitive operations, like traversing iterable data structures (e.g. strings, lookup tables, control tables and tree structures). In particular, it is often much cheaper in time and space to copy and dereference pointers th ...
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Conditional Jump
A branch is an instruction in a computer program that can cause a computer to begin executing a different instruction sequence and thus deviate from its default behavior of executing instructions in order. ''Branch'' (or ''branching'', ''branched'') may also refer to the act of switching execution to a different instruction sequence as a result of executing a branch instruction. Branch instructions are used to implement control flow in program loops and conditionals (i.e., executing a particular sequence of instructions only if certain conditions are satisfied). A branch instruction can be either an ''unconditional branch'', which always results in branching, or a ''conditional branch'', which may or may not cause branching depending on some condition. Also, depending on how it specifies the address of the new instruction sequence (the "target" address), a branch instruction is generally classified as ''direct'', ''indirect'' or ''relative'', meaning that the instruction contai ...
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Indirect Branch
An indirect branch (also known as a computed jump, indirect jump and register-indirect jump) is a type of program control instruction present in some machine language instruction sets. Rather than specifying the address of the next instruction to execute, as in a direct branch, the argument specifies where the address is located. An example is 'jump indirect on the r1 register', which means that the next instruction to be executed is at the address in register r1. The address to be jumped to is not known until the instruction is executed. Indirect branches can also depend on the value of a memory location. An indirect branch can be useful to make a conditional branch, especially a multiway branch. For instance, based on program input, a value could be looked up in a jump table of pointers to code for handling the various cases implied by the data value. The data value could be added to the address of the table, with the result stored in a register. An indirect jump could t ...
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