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271 lines
10 KiB
Plaintext
271 lines
10 KiB
Plaintext
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<chapter>
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<title>Functionals</title>
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<para>
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This essay deals with indirect calls. These are the core of an
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enormous number of high level languages: LISP's closures, C's
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function pointers, C++ and Java's virtual method calls, and some
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implementations of the <literal>switch</literal> statement.
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</para>
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<para>
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These techniques vary in complexity, and most will not be
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appropriate for large-scale assembler projects. Of them, however,
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the Data-Directed approach is the most likely to lead to organized
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and maintainable code.
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</para>
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<section>
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<title>Function Pointers</title>
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<para>
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Because assembly language is totally untyped, function pointers
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are the same as any other sixteen-bit integer. This makes
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representing them really quite easy; most assemblers should permit
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routines to be declared simply by naming the routine as
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a <literal>.word</literal> directly.
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</para>
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<para>
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To actually invoke these methods, copy them to some sixteen-bit
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location (say, <literal>target</literal>) and then invoking the
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method is a simple matter of the using an indirect jump:
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the <literal>JMP (target)</literal> instruction.
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</para>
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<para>
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There's really only one subtlety here, and it's that the indirect
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jump is an indirect <emphasis>jump</emphasis>, not an
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indirect <emphasis>function call</emphasis>. Thus, if some
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function <literal>A</literal> makes in indirect jump to some
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routine, when that routine returns, it returns to whoever
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called <literal>A</literal>, not <literal>A</literal>
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itself.
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</para>
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<para>
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There are several ways of dealing with this, but only one correct
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way, which is to structure your procedures so that any call
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to <literal>JMP (xxxx)</literal> occurs at the very
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end.
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</para>
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</section>
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<section>
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<title>A quick digression on how subroutines work</title>
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<para>
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Ordinarily, subroutines are called with <literal>JSR</literal> and
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finished with <literal>RTS</literal>. The <literal>JSR</literal>
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instruction takes its own address, adds 2 to it, and pushes this
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16-bit value on the stack, high byte first, then low byte (so that
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the low byte will be popped off first).
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</para>
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<para>
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But wait, you may object. All <literal>JSR</literal> instructions
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are three bytes long. This <quote>return address</quote> is in
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the middle of the instruction. And you would be quite right;
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the <literal>RTS</literal> instruction pops off the 16-bit
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address, adds one to it, and <emphasis>then</emphasis> sets the
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program counter to that value.
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</para>
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<para>
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So it <emphasis>is</emphasis> possible to set up
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a <quote><literal>JSR</literal> indirect</quote> kind of operation
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by adding two to the indirect jump's address and then pushing that
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value onto the stack before making the jump; however, you wouldn't
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want to do this. It takes six bytes and trashes your accumulator,
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and you can get the same functionality with half the space and
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with no register corruption by simply defining the indirect jump
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to be a one-instruction routine and <literal>JSR</literal>-ing to
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it directly. As an added bonus, that way if you have multiple
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indirect jumps through the same pointer, you don't need to
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duplicate the jump instruction.
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</para>
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<para>
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Does this mean that abusing <literal>JSR</literal>
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and <literal>RTS</literal> is a dead-end, though? Not at all...
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</para>
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</section>
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<section>
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<title>Dispatch-on-type and Data-Directed Assembler</title>
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<para>
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Most of the time, you care about function pointers because you've
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arranged them in some kind of table. You hand it an index
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representing the type of your argument, or which method it is
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you're calling, or some other determinator, and then you index
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into an array of routines and execute the right one.
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</para>
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<para>
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Writing a generic routine to do this is kind of a pain. First you
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have to pass a 16-bit pointer in, then you have to dereference it
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to figure out where your table is, then you have to do an indexed
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dereference on <emphasis>that</emphasis> to get the routine you
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want to run, then you need to copy it out to somewhere fixed so
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that you can write your jump instruction. And making this
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non-generic doesn't help a whole lot, since that only saves you
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the first two steps, but now you have to write them out in every
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single indexed jump instruction. If only there were some way to
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easily and quickly pass in a local pointer directly...
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</para>
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<para>
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Something, say, like the <literal>JSR</literal> instruction, only not for
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program code.
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</para>
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<para>
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Or we could just use the <literal>JSR</literal> statement itself,
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but only call this routine at the ends of other routines, much
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like we were organizing for indirect jumps to begin with. This
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lets us set up routines that look like this:
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</para>
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<programlisting>
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jump'table'alpha:
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jsr do'jump'table
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.word alpha'0, alpha'1, alpha'2
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</programlisting>
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<para>
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Where the <literal>alpha'x</literal> routines are the ones to be
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called when the index has that value. This leaves the
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implementation of do'jump'table, which in this case uses the Y
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register to hold the index:
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</para>
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<programlisting>
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do'jump'table:
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sta _scratch
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pla
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sta _jmpptr
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pla
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sta _jmpptr+1
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tya
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asl
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tay
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iny
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lda (_jmpptr), y
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sta _target
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iny
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lda (_jmpptr), y
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sta _target+1
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lda _scratch
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jmp (_target)
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</programlisting>
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<para>
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The <literal>TYA:ASL:TAY:INY</literal> sequence can actually be
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omitted if you don't mind having your Y indices be 1, 3, 5, 7, 9,
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etc., instead of 0, 1, 2, 3, 4, etc. Likewise, the instructions
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dealing with <literal>_scratch</literal> can be omitted if you
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don't mind trashing the accumulator. Keeping the accumulator and
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X register pristine for the target call comes in handy, though,
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because it means we can pass in a pointer argument purely in
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registers. This will come in handy soon...
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</para>
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</section>
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<section>
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<title>VTables and Object-Oriented Assembler</title>
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<para>
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The usual technique for getting something that looks
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object-oriented in non-object-oriented languages is to fill a
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structure with function pointers, and have those functions take
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the structure itself as an argument. This works just fine in
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assembler, of course (and doesn't really require anything more
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than your traditional jump-indirects), but it's also possible to
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use a lot of the standard optimizations that languages such as C++
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provide.
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</para>
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<para>
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The most important of these is the <emphasis>vtable</emphasis>.
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Each object type has its own vtable, and it's a list of function
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pointers for all the methods that type provides. This is a space
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savings over the traditional structs-with-function-pointers
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approach because when you have many objects of the same class, you
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only have to represent the vtable once. So that all objects may
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be treated identically, the vtable location is traditionally fixed
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as being the first entry in the corresponding structure.
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</para>
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<para>
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Virtual method invocation takes an object pointer (traditionally
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called <literal>self</literal> or <literal>this</literal>) and a
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method index and invokes the approprate method on that object.
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Gee, where have we seen that before?
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</para>
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<programlisting>
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sprite'vtable:
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jsr do'jump'table
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.word sprite'init, sprite'update, sprite'render
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</programlisting>
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<para>
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We mentioned before that vtables are generally the first entries
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in objects. We can play another nasty trick here, paying an
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additional byte per object to have the vtable be not merely a
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pointer to its vtable routine, but an actual jump instruction to
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it. (That is, if an object is at location X, then location X is
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the byte value <literal>$4C</literal>,
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representing <literal>JMP</literal>, location X+1 is the low byte
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of the vtable, and location X+2 is the high byte of the vtable.)
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Given that, our <literal>invokevirtual</literal> function becomes
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very simple indeed:
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</para>
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<programlisting>
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invokevirtual:
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sta this
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stx this+1
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jmp (this)
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</programlisting>
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<para>
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Which, combined with all our previous work here, takes
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the <literal>this</literal> pointer in <literal>.AX</literal> and
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a method identifier in <literal>.Y</literal> and invokes that
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method on that object. Arguments besides <literal>this</literal>
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need to be set up before the call
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to <literal>invokevirtual</literal>, probably in some global
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argument array somewhere as discussed back in <xref linkend="hll2">.
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</para>
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</section>
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<section>
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<title>A final reminder</title>
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<para>
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We've been talking about all these routines as if they could be
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copy-pasted or hand-compiled from C++ or Java code. This isn't
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really the case, primarily because <quote>local variables</quote>
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in your average assembler routines aren't really local, so
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multiple calls to the same method will tend to trash the program
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state. And since a lot of the machinery described here shares a
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lot of memory (in particular, every single method invocation
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everywhere shares a <literal>this</literal>), attempting to shift
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over standard OO code into this format is likely to fail
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miserably.
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</para>
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<para>
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You can get an awful lot of flexibility out of even just one layer
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of method-calls, though, given a thoughtful
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design. The <literal>do'jump'table</literal> routine, or one very
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like it, was extremely common in NES games in the mid-1980s and
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later, usually as the beginning of the frame-update loop.
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</para>
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<para>
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If you find you really need multiple layers of method calls,
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though, then you really are going to need a full-on program stack,
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and that's going to be several kinds of mess. That's the topic
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for the final chapter.
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</para>
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</section>
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</chapter>
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