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274 lines
12 KiB
ReStructuredText
274 lines
12 KiB
ReStructuredText
==============================
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Writing and building a program
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==============================
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.. _building_compiler:
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First, getting a working compiler
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---------------------------------
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Before you can compile Prog8 programs, you'll have to download or build the compiler itself.
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First make sure you have installed the :ref:`requirements`.
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Then you can choose a few ways to get a compiler:
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**Download a precompiled version from github:**
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#. download a recent "fat-jar" (called something like "prog8compiler-all.jar") from `the releases on Github <https://github.com/irmen/prog8/releases>`_
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#. run the compiler with "java -jar prog8compiler-all.jar" to see how you can use it.
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**Using the Gradle build system to build it yourself:**
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The Gradle build system is used to build the compiler.
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The most interesting gradle commands to run are probably:
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``./gradlew build``
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Builds the compiler code and runs all available checks and unit-tests.
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Also automatically runs the installDist and installShadowDist tasks.
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``./gradlew installDist``
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Builds the compiler and installs it with scripts to run it, in the directory
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``./compiler/build/install/p8compile``
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``./gradlew installShadowDist``
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Creates a 'fat-jar' that contains the compiler and all dependencies, in a single
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executable .jar file, and includes few start scripts to run it.
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The output can be found in ``.compiler/build/install/compiler-shadow/``
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``./gradlew shadowDistZip``
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Creates a zipfile with the above in it, for easy distribution.
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This file can be found in ``./compiler/build/distributions/``
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For normal use, the ``installDist`` task should suffice and after succesful completion, you can start the compiler with:
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``./compiler/build/install/p8compile/bin/p8compile <options> <sourcefile>``
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(You should probably make an alias or link...)
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.. hint::
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Development and testing is done on Linux using the IntelliJ IDEA IDE,
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but the compiler should run on all operating systems that provide a java runtime (version 11 or newer).
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If you do have trouble building or running the compiler on your operating system, please let me know!
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To successfully build and debug in IDEA, you have to manually generate the Antlr-parser classes first.
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The easiest way to do this is the following:
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1. make sure you have the Antlr4 plugin installed in IDEA
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2. right click the grammar file Prog8ANTLR.g4 in the parser project, and choose "Generate Antlr Recognizer" from the menu.
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3. rebuild the full project.
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Alternatively you can also use the Makefile in the antlr directory to generate the parser, but for development the
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Antlr4 plugin provides several extremely handy features so you'll probably want to have it installed anyway.
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.. image:: _static/antlrparser.png
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:alt: Generating the Antlr4 parser files
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What is a Prog8 "Program" anyway?
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---------------------------------
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A "complete runnable program" is a compiled, assembled, and linked together single unit.
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It contains all of the program's code and data and has a certain file format that
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allows it to be loaded directly on the target system. Prog8 currently has no built-in
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support for programs that exceed 64 Kb of memory, nor for multi-part loaders.
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For the Commodore 64, most programs will have a tiny BASIC launcher that does a SYS into the generated machine code.
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This way the user can load it as any other program and simply RUN it to start. (This is a regular ".prg" program).
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Prog8 can create those, but it is also possible to output plain binary programs
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that can be loaded into memory anywhere.
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Running the compiler
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--------------------
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Make sure you have installed the :ref:`requirements`.
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You run the Prog8 compiler on a main source code module file.
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Other modules that this code needs will be loaded and processed via imports from within that file.
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The compiler will link everything together into one output program at the end.
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If you start the compiler without arguments, it will print a short usage text.
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For normal use the compiler can be invoked with the command:
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``$ java -jar prog8compiler-7.3-all.jar sourcefile.p8``
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(Use the appropriate name and version of the jar file downloaded from one of the Git releases.
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Other ways to invoke the compiler are also available: see the introduction page about how
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to build and run the compiler yourself)
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By default, assembly code is generated and written to ``sourcefile.asm``.
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It is then (automatically) fed to the `64tass <https://sourceforge.net/projects/tass64/>`_ assembler tool
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that creates the final runnable program.
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Command line options
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^^^^^^^^^^^^^^^^^^^^
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One or more .p8 module files
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Specify the main module file(s) to compile.
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Every file specified is a separate program.
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``-help``, ``-h``
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Prints short command line usage information.
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``-target <compilation target>``
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Sets the target output of the compiler.
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``c64`` = Commodore 64, ``c128`` = Commodore 128, ``cx16`` = Commander X16, ``atari`` = Atari 800 XL,
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``virtual`` = builtin virtual machine.
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Default = ``c64``.
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``-srcdirs <pathlist>``
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Specify a list of extra paths (separated with ':'), to search in for imported modules.
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Useful if you have library modules somewhere that you want to re-use,
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or to switch implementations of certain routines via a command line switch.
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``-emu``, ``-emu2``
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Auto-starts target system emulator after successful compilation.
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emu2 starts the alternative emulator if available.
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The compiled program and the symbol and breakpoint lists
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(for the machine code monitor) are immediately loaded into the emulator (if it supports them)
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``-out <directory>``
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sets directory location for output files instead of current directory
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``-noasm``
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Do not create assembly code and output program.
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Useful for debugging or doing quick syntax checks.
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``-noopt``
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Don't perform any code optimizations.
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Useful for debugging or faster compilation cycles.
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``-optfloatx``
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Also optimize float expressions if optimizations are enabled.
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Warning: can increase program size significantly if a lot of floating point expressions are used.
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``-watch``
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Enables continuous compilation mode (watches for file changes).
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This greatly increases compilation speed on subsequent runs:
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almost instant compilation times (less than a second) can be achieved in this mode.
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The compiler will compile your program and then instead of exiting, it waits for any changes in the module source files.
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As soon as a change happens, the program gets compiled again.
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Note that it is possible to use the watch mode with multiple modules as well, but it will
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recompile everything in that list even if only one of the files got updated.
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``-slowwarn``
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Shows debug warnings about slow or problematic assembly code generation.
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Ideally, the compiler should use as few stack based evaluations as possible.
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``-quietasm``
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Don't print assembler output results.
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``-asmlist``
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Generate an assembler listing file as well.
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``-expericodegen``
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Use experimental code generation backend (*incomplete*).
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``-splitarrays``
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Treat all word arrays as tagged with @split so they are all lsb/msb split into memory.
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This removes the need to add @split yourself but some programs may fail to compile with
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this option as not all array operations are implemented yet on split arrays.
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``-vm``
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load and run a p8-virt or p8-ir listing in the internal VirtualMachine instead of compiling a prog8 program file..
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``-D SYMBOLNAME=VALUE``
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Add this user-defined symbol directly to the beginning of the generated assembly file.
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Can be repeated to define multiple symbols.
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``-esa <address>``
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Override the base address of the evaluation stack. Has to be page-aligned.
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You can specify an integer or hexadecimal address.
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When not compiling for the Commander X16 target, the location of the 16 virtual registers cx16.r0..r15
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is changed accordingly (to keep them in the same memory space as the evaluation stack).
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``-varshigh``
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Places the non-zeropage variables in a separate high memory area, instead of inside the program itself.
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This results in an increase of the amount of system ram available for the program
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itself. The amount of ram saved depends on the amount and types of variables in the program,
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but can be several hundreds of bytes or more.
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The new memory location of the variables depends on the compilation target machine:
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c64: $C000 - $CEFF
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cx16: $A000 - $BFFF (note: assumes that the correct HiRam bank #1 is mapped in at all times!)
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If you use this option, you can no longer use the part of the above memory area that is
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now alotted to the variables for your own purposes. The output of the 64tass assembler step at the
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end of compilation shows precise details of where and how much memory is used by the variables
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(it's called 'BSS' section or Gap). Compilation (or rather, assembling) will fail if there are too
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many variables to fit in the high ram block.
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Module source code files
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------------------------
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A module source file is a text file with the ``.p8`` suffix, containing the program's source code.
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It consists of compilation options and other directives, imports of other modules,
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and source code for one or more code blocks.
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Prog8 has various *LIBRARY* modules that are defined in special internal files provided by the compiler.
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You should not overwrite these or reuse their names.
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They are embedded into the packaged release version of the compiler so you don't have to worry about
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where they are, but their names are still reserved.
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Importing other source files and specifying search location(s)
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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You can create multiple source files yourself to modularize your large programs into
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multiple module files. You can also create "library" modules this way with handy routines,
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that can be shared among programs. By importing those module files, you can use them in other modules.
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It is possible to tell the compiler where it should look for these files, by using
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the ``srcdirs`` command line option. This can also be a lo-fi way to use different source files
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for different compilation targets if you wish. Which is useful as currently the compiler
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doesn't have conditional compilation like #ifdef/#endif in C.
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.. _debugging:
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Debugging (with VICE or Box16)
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------------------------------
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There's support for using the monitor and debugging capabilities of the rather excellent
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`VICE emulator <http://vice-emu.sourceforge.net/>`_.
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The ``%breakpoint`` directive (see :ref:`directives`) in the source code instructs the compiler to put
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a *breakpoint* at that position. Some systems use a BRK instruction for this, but
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this will usually halt the machine altogether instead of just suspending execution.
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Prog8 issues a NOP instruction instead and creates a 'virtual' breakpoint at this position.
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All breakpoints are then written to a file called "programname.vice-mon-list",
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which is meant to be used by the VICE and Box16 emulators.
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It contains a series of commands for VICE's monitor, including source labels and the breakpoint settings.
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If you use the emulator autostart feature of the compiler, it will take care of this for you.
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If you launch VICE manually, you'll have to use a command line option to load this file:
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``$ x64 -moncommands programname.vice-mon-list``
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VICE will then use the label names in memory disassembly, and will activate any breakpoints as well.
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If your running program hits one of the breakpoints, VICE will halt execution and drop you into the monitor.
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Box16 is the alternative emulator for the Commander X16 and it also includes debugging facilities
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that support these symbol and breakpoint lists.
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Troubleshooting
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---------------
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Getting an assembler error about undefined symbols such as ``not defined 'floats'``?
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This happens when your program uses floating point values, and you forgot to import ``floats`` library.
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If you use floating points, the compiler needs routines from that library.
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Fix it by adding an ``%import floats``.
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Examples
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--------
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A couple of example programs can be found in the 'examples' directory of the source tree.
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Make sure you have installed the :ref:`requirements`. Then, for instance,
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to compile and run the rasterbars example program, use this command::
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$ java -jar prog8compiler.jar -emu examples/rasterbars.p8
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or::
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$ ./p8compile.sh -emu examples/rasterbars.p8
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