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449 lines
9.0 KiB
HTML
449 lines
9.0 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<HTML
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><HEAD
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><TITLE
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>Data structures</TITLE
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><META
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NAME="GENERATOR"
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CONTENT="Modular DocBook HTML Stylesheet Version 1.79"><LINK
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REL="HOME"
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TITLE="Programming with Ophis"
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HREF="book1.html"><LINK
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REL="UP"
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TITLE="Structured Programming"
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HREF="c680.html"><LINK
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REL="PREVIOUS"
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TITLE="Variables"
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HREF="x758.html"><LINK
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REL="NEXT"
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TITLE="A modest example: Insertion sort on linked lists"
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HREF="x856.html"></HEAD
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CLASS="SECTION"
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BGCOLOR="#FFFFFF"
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TEXT="#000000"
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LINK="#0000FF"
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VLINK="#840084"
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><DIV
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CLASS="NAVHEADER"
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><TABLE
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SUMMARY="Header navigation table"
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CELLSPACING="0"
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><TR
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><TH
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COLSPAN="3"
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ALIGN="center"
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>Programming with Ophis</TH
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></TR
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><TR
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><TD
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WIDTH="10%"
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ALIGN="left"
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VALIGN="bottom"
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><A
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HREF="x758.html"
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ACCESSKEY="P"
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><<< Previous</A
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></TD
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><TD
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WIDTH="80%"
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ALIGN="center"
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VALIGN="bottom"
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>Structured Programming</TD
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><TD
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WIDTH="10%"
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ALIGN="right"
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VALIGN="bottom"
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><A
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HREF="x856.html"
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ACCESSKEY="N"
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>Next >>></A
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></TD
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></TR
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></TABLE
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><HR
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ALIGN="LEFT"
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WIDTH="100%"></DIV
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><DIV
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CLASS="SECTION"
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><H1
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CLASS="SECTION"
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><A
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NAME="AEN803"
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>Data structures</A
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></H1
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><P
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> So far, we've been treating data as a bunch of one-byte values.
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There really isn't a lot you can do just with bytes. This section
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talks about how to deal with larger and smaller elements.
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</P
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><DIV
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CLASS="SECTION"
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><H2
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CLASS="SECTION"
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><A
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NAME="AEN806"
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>Arrays</A
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></H2
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><P
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> An <I
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CLASS="EMPHASIS"
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>array</I
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> is a bunch of data elements in a
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row. An array of bytes is very easy to handle with the 6502
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chip, because the various indexed addressing modes handle it for
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you. Just load the index into the X or Y register and do an
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absolute indexed load. In general, these are going to be
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zero-indexed (that is, a 32-byte array is indexed from 0 to 31.)
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This code would initialize a byte array with 32 entries to
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0:
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</P
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><TABLE
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BORDER="0"
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BGCOLOR="#E0E0E0"
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WIDTH="100%"
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><TR
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><TD
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><PRE
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CLASS="PROGRAMLISTING"
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> lda #$00
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tax
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loop:
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sta array,x
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inx
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cpx #$20
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bne loop</PRE
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></TD
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></TR
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></TABLE
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><P
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> (If you count down to save instructions, remember to adjust the
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base address so that it's still writing the same memory
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location.)
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</P
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><P
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> This approach to arrays has some limits. Primary among them is
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that we can't have arrays of size larger than 256; we can't fit
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our index into the index register. In order to address larger
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arrays, we need to use the indirect indexed addressing mode. We
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use 16-bit addition to add the offset to the base pointer, then
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set the Y register to 0 and then load the value
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with <TT
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CLASS="LITERAL"
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>lda (ptr),y</TT
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>.
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</P
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><P
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> Well, actually, we can do better than that. Suppose we want to
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clear out 8K of ram, from $2000 to $4000. We can use the Y
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register to hold the low byte of our offset, and only update the
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high bit when necessary. That produces the following
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loop:
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</P
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><TABLE
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BORDER="0"
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BGCOLOR="#E0E0E0"
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WIDTH="100%"
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><TR
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><TD
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><PRE
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CLASS="PROGRAMLISTING"
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> lda #$00 ; Set pointer value to base ($2000)
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sta ptr
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lda #$20
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sta ptr+1
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lda #$00 ; Storing a zero
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ldx #$20 ; 8,192 ($2000) iterations: high byte
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ldy #$00 ; low byte.
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loop:
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sta (ptr),y
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iny
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bne loop ; If we haven't wrapped around, go back
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inc ptr+1 ; Otherwise update high byte
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dex ; bump counter
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bne loop ; and continue if we aren't done</PRE
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></TD
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></TR
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></TABLE
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><P
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> This code could be optimized further; the loop prelude in
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particular loads a lot of redundant values that could be
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compressed down further:
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</P
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><TABLE
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BORDER="0"
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BGCOLOR="#E0E0E0"
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WIDTH="100%"
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><TR
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><TD
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><PRE
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CLASS="PROGRAMLISTING"
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> lda #$00
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tay
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ldx #$20
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sta ptr
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stx ptr+1</PRE
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></TD
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></TR
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></TABLE
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><P
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> That's not directly relevant to arrays, but these sorts of
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things are good things to keep in mind when writing your code.
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Done well, they can make it much smaller and faster; done
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carelessly, they can force a lot of bizarre dependencies on your
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code and make it impossible to modify later.
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</P
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></DIV
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><DIV
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CLASS="SECTION"
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><H2
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CLASS="SECTION"
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><A
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NAME="AEN819"
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>Records</A
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></H2
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><P
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> A <I
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CLASS="EMPHASIS"
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>record</I
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> is a collection of values all
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referred to as one variable. This has no immediate
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representation in assembler. If you have a global variable
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that's two bytes and a code pointer, this is exactly equivalent
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to three seperate variables. You can just put one label in
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front of it, and refer to the first byte
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as <TT
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CLASS="LITERAL"
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>label</TT
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>, the second
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as <TT
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CLASS="LITERAL"
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>label+1</TT
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>, and the code pointer
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a <TT
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CLASS="LITERAL"
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>label+2</TT
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>.
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</P
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><P
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> This really applies to all data structures that take up more
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than one byte. When dealing with the pointer, a 16-bit value,
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we refer to the low byte as <TT
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CLASS="LITERAL"
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>ptr</TT
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>
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(or <TT
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CLASS="LITERAL"
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>label+2</TT
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>, in the example above), and the
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high byte as <TT
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CLASS="LITERAL"
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>ptr+1</TT
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>
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(or <TT
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CLASS="LITERAL"
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>label+3</TT
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>).
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</P
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><P
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> Arrays of records are more interesting. There are two
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possibilities for these. The way most high level languages
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treat it is by keeping the records contiguous. If you have an
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array of two sixteen bit integers, then the records are stored
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in order, one at a time. The first is in location $1000, the
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next in $1004, the next in $1008, and so on. You can do this
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with the 6502, but you'll probably have to use the indirect
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indexed mode if you want to be able to iterate
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conveniently.
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</P
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><P
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> Another, more unusual, but more efficient approach is to keep
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each byte as a seperate array, just like in the arrays example
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above. To illustrate, here's a little bit of code to go through
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a contiguous array of 16 bit integers, adding their values to
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some <TT
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CLASS="LITERAL"
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>total</TT
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> variable:
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</P
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><TABLE
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BORDER="0"
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BGCOLOR="#E0E0E0"
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WIDTH="100%"
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><TR
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><TD
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><PRE
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CLASS="PROGRAMLISTING"
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> ldx #$10 ; Number of elements in the array
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ldy #$00 ; Byte index from array start
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loop:
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clc
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lda array, y ; Low byte
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adc total
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sta total
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lda array+1, y ; High byte
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adc total+1
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sta total+1
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iny ; Jump ahead to next entry
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iny
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dex ; Check for loop termination
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bne loop</PRE
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></TD
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></TR
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></TABLE
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><P
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> And here's the same loop, keeping the high and low bytes in
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seperate arrays:
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</P
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><TABLE
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BORDER="0"
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BGCOLOR="#E0E0E0"
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WIDTH="100%"
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><TR
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><TD
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><PRE
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CLASS="PROGRAMLISTING"
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> ldx #$00
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loop:
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clc
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lda lowbyte,x
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adc total
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sta total
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lda highbyte,x
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adc total+1
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sta total+1
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inx
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cpx #$10
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bne loop</PRE
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></TD
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></TR
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></TABLE
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><P
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> Which approach is the right one depends on what you're doing.
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For large arrays, the first approach is better, as you only need
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to maintain one base pointer. For smaller arrays, the easier
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indexing makes the second approach more convenient.
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</P
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></DIV
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><DIV
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CLASS="SECTION"
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><H2
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CLASS="SECTION"
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><A
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NAME="AEN838"
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>Bitfields</A
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></H2
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><P
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> To store values that are smaller than a byte, you can save space
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by putting multiple values in a byte. To extract a sub-byte
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value, use the bitmasking commands:
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</P
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><P
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></P
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><UL
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><LI
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><P
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>To set bits, use the <TT
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CLASS="LITERAL"
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>ORA</TT
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> command. <TT
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CLASS="LITERAL"
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>ORA #$0F</TT
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> sets the lower four bits to 1 and leaves the rest unchanged.</P
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></LI
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><LI
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><P
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>To clear bits, use the <TT
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CLASS="LITERAL"
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>AND</TT
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> command. <TT
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CLASS="LITERAL"
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>AND #$F0</TT
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> sets the lower four bits to 0 and leaves the rest unchanged.</P
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></LI
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><LI
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><P
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>To reverse bits, use the <TT
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CLASS="LITERAL"
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>EOR</TT
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> command. <TT
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CLASS="LITERAL"
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>EOR #$0F</TT
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> reverses the lower four bits and leaves the rest unchanged.</P
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></LI
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><LI
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><P
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>To test if a bit is 0, AND away everything but that bit, then see if the Zero bit was set. If the bit is in the top two bits of a memory location, you can use the BIT command instead (which stores bit 7 in the Negative bit, and bit 6 in the Overflow bit).</P
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></LI
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></UL
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></DIV
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></DIV
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><DIV
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CLASS="NAVFOOTER"
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><HR
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ALIGN="LEFT"
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WIDTH="100%"><TABLE
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SUMMARY="Footer navigation table"
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WIDTH="33%"
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VALIGN="top"
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HREF="x758.html"
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ACCESSKEY="P"
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><<< Previous</A
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VALIGN="top"
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>Home</A
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ACCESSKEY="N"
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>Next >>></A
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><TR
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><TD
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WIDTH="33%"
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ALIGN="left"
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VALIGN="top"
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>Variables</TD
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><TD
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WIDTH="34%"
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ALIGN="center"
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VALIGN="top"
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><A
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HREF="c680.html"
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>Up</A
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WIDTH="33%"
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ALIGN="right"
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VALIGN="top"
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>A modest example: Insertion sort on linked lists</TD
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