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Project 6- The Assembler


Project 6- The Assembler

(A) Project Demo[70%] : Labs on Monday, April 15
th and Tuesday, April 16
th
You will be graded for correctness of the assembler program you have designed. You will need to
download your submission from eCampus and run your code on the test files during the lab with the
TA/PTs. Your program is tested by comparing its output against the output generated by Nand2tetris
software (Assembler). The same simulator you will be using to check the ideal output in the course
of this project. So, make sure to test and verify your program before finally submitting on eCampus.
Rubric: The rubric allocation for each test case is shown at the end of this document.
(B) Code Review [30%]: During Demo
You should be able to explain code (Code Review) during Demo and respond to the questions asked by
TA/PTs.
Deliverables & Submission: Turn in a zip file in the format FirstName-LastName-UIN.zip containing all
the files needed to compile and run your assembler (Refer to the submission details at the end of the
document). Put your full name in the introductory comments for each of your files. Use relevant code
comments and indentation in your code. Submit this zip file on eCampus.
Late Submission Policy: Refer to the Syllabus
No make-up for missing Demo unless University-approved excuse. Refer to Syllabus for more details.
***********PLAGIARISING CODE WILL BE TAKEN VERY SERIOUSLY***********
Background
Low-level machine programs are rarely written by humans. Typically, they are generated by
compilers. Yet humans can inspect the translated code and learn important lessons about how to
write their high-level programs better, in a way that avoids low-level pitfalls and exploits the
underlying hardware better. One of the key players in this translation process is the assembler --
a program designed to translate code written in a symbolic machine language into code written in
binary machine language.
This project marks an exciting landmark in our odyssey: it deals with building the first rung up
the software hierarchy, which will eventually end up in the construction of a compiler for a
Java-like high-level language. But, first things first.
Objective
Write an Assembler program that translates programs written in the symbolic Hack assembly
language into binary code that can execute on the Hack hardware platform built in the previous
projects.
Contract
There are three ways to describe the desired behavior of your assembler: (i) When loaded into
your assembler, a Prog.asm file containing a valid Hack assembly language program should be
translated into the correct Hack binary code and stored in a Prog.hack file. (ii) The output
produced by your assembler must be identical to the output produced by the Assembler supplied
with the Nand2Tetris Software Suite. (iii) Your assembler must implement the translation
specification given in Chapter 6, Section 2.
Resources
The relevant reading for this project is Chapter 6, Class Slides, and the Course Notes S7
(especially the flowchart). Your assembler implementation can be written in any programming
language (Java and Python being popular choices). Two useful tools are the supplied Assembler
and the supplied CPU Emulator, both available in your tools directory. These tools allow
experimenting with a working assembler before setting out to build one yourself. In addition, the
supplied assembler provides a visual line-level translation GUI, and allows code comparisons
with the outputs that your assembler will generate.
Proposed Implementation
Chapter 6 includes a proposed, language-independent Assembler API, which can serve as your
implementation blueprint. We suggest building the assembler in two stages.
- First, write a basic assembler designed to translate assembly programs that contain no
symbols.
- Next, extend your basic assembler with symbol handling capabilities, yielding the final
assembler.
The test programs that we supply below are designed to support this staged implementation
strategy.
Test Programs
Each test program except the first one comes in two versions: Prog.asm is an assembly program;
ProgL.asm is the very same program, less the symbols (each symbol is replaced with an explicit
memory address).
Program Description
Add.asm Adds up the constants 2 and 3 and puts the result in R0.
Max.asm Computes max(R0,R1) and puts the result in R2.
Rect.asm Draws a rectangle at the top-left corner of the screen. The rectangle is 16
pixels wide and R0 pixels high.
Pong.asm A single-player Pong game. A ball bounces off the screen's "walls". The
player attempts to hit the ball with a paddle by pressing the left and right
arrow keyboard keys. For each successful hit, the player gains one point and
the paddle shrinks a little, to make the game slightly more challenging. If the
player misses the ball, the game is over. To quit the game, press the ESC
key.
The Pong program supplied above was written in the Java-like high-level Jack language and
translated into the Hack assembly language by the Jack compiler (Jack described in Chapter 9
and the Jack compiler described in Chapter 10 - Chapter 11). Although the original Jack program
is only about 300 lines of Jack code, the executable Pong code is naturally much longer. Running
this interactive program in the supplied CPU Emulator is a slow affair, so don't expect a
high-powered Pong game. This slowness is actually a virtue, since it enables your eye to track
the graphical behavior of the program. And don't worry! as we continue to build the software
platform in the next few projects, Pong and and other games will run much faster.
Tools
The supplied Hack Assembler (as part of nand2tetris software package) shown below is
guaranteed to generate correct binary code. This guaranteed performance can be used to test if
another assembler, say the one written by you, also generates correct code. The following
screenshot illustrates the comparison process:
The comparison logic:
Let Prog.asm be some program written in the symbolic Hack assembly language. Suppose we
translate this program using the supplied assembler, producing a binary file called Prog.hack.
Next, we use another assembler (e.g. the one that you wrote) to translate the same program into
another file, say MyProg.hack. Now, if the latter assembler is working correctly, it follows that
Prog.hack == MyProg.hack. Thus, one way to test a newly written assembler is as follows: (i)
load into the supplied visual assembler Prog.asm as a source program and MyProg.hack as a
compare file, (ii) translate the source program, and (iii) compare the resulting binary code with
the compare file (see the figure above). If the comparison fails, the assembler that generated
MyProg.hack must be buggy; otherwise, it may be OK.
Rubric(70 points):
Your program will be tested against the following .asm files:
Add.asm: 10 points
Max.asm: 10 points
MaxL.asm: 10 points
Rect.asm: 10 points
RectL.asm: 10 points
Pong.asm: 10 points
PongL.asm: 10 points
Submission Details:
If you implement the assembler in C or C++, put all the .c/.cpp and .h files in that zip file
mentioned above.
● Also, make sure your program compiles and generates an executable called a.out or a.exe
by using: g++ -std=c++11 *.cpp
● Make sure your program accepts one command line argument when you run it, so you
should make sure the program is run with command: ./a.out <asm file or ./a.exe <asm
file.
If you implement the assembler in Java, put all the .java files in that zip file mentioned above.
● Put the main function in a file called Assembler.java and make sure Assembler.class is
generated after compiling using: javac *.java
● Make sure your program accepts one command line argument when you run it, so you
should get the Add.hack file by running: java Assembler Add.asm; don’t assume the .asm
files are in the same directory as the .java files. So the .asm file can be substituted with a
path to an asm file.
If you implement the assembler in Python, put all the .py files in that zip file mentioned above
and please use python3 to do it.
● Put a main function in a file called Assembler.py.
● Make sure your program accepts one command line argument when you run it, so you
should get the Add.hack file after running: python Assembler.py Add.asm

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