Next: Introduction, Up: (dir) [Contents][Index]
This manual describes GNU poke (version 2.0, 26 January 2022).
Copyright © 2019-2022 The poke authors.
You can redistribute it and/or modify this manual under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
Getting Started | ||
---|---|---|
• Introduction: | Introducing GNU poke. | |
• Setting Up: | Preparing to use GNU poke. | |
Using poke | ||
• Basic Editing: | Poking bits, bytes and simple data. | |
• Structuring Data: | Poking your own abstractions. | |
• Maps and Map-files: | Working with views of data. | |
• Writing Pickles: | Sharing your abstractions the sane way. | |
• Writing Binary Utilities: | Standalone Poke programs. | |
• Configuration: | Tailoring the tool to your needs. | |
Pickles | ||
• Time: | Handling time. | |
• Colors: | Editing colors. | |
• Audio: | Poking audio files. | |
• Object Formats: | Editing executables and libraries. | |
• Programs: | Facilities to write binary utilities. | |
poke and Emacs | ||
• Programming Emacs Modes: | Modes to write Poke and RAS programs. | |
poke and Vim | ||
• Vim Syntax Highlighting: | Poke Syntax Highlighting in Vim. | |
Reference Material | ||
• Dot-Commands: | Commanding the tool. | |
• Commands: | Commands for editing data. | |
• The Poke Language: | Poke reference manual. | |
• The Standard Library: | Standard goodies for Poke programs. | |
• The Machine-Interface: | Communicating your program with poke. | |
Internals | ||
• The Poke Virtual Machine: | The PVM and its mysteries. | |
Appendices | ||
• Table of ASCII Codes: | The ASCII character set. | |
• GNU Free Documentation License: | Distribution terms for this document. | |
Indexes | ||
• Concept Index: | ||
Here are some other nodes which are really subnodes of the ones already listed, mentioned here so you can get to them in one step: Introduction | ||
• Motivation: | Why a binary editor? | |
• Nomenclature: | poke, Poke and pickles. | |
• Invoking poke: | command line options. | |
• Commanding poke: | Interactive and non-interactive usage. | |
Setting Up | ||
• Setting up Hyperlinks: | GNU poke uses terminal hyperlinks. | |
• Simple Init File: | A simple initial ~/.pokerc. | |
Basic Editing | ||
• Binary Files: | Text vs. binary. | |
• Files as IO Spaces: | Poking files. | |
• Dumping File Contents: | A first look at a file’s bytes. | |
• Poking Bytes: | Reading, manipulating and writing bytes. | |
• Values and Variables: | Values can be stored in variables. | |
• From Bytes to Integers: | Building numbers with bytes. | |
• Big and Little Endians: | Pick your egg. | |
• Negative Integers: | Going behind zero. | |
• Weird Integers: | Incomplete bytes in numbers. | |
• Unaligned Integers: | IO spaces are bit-oriented. | |
• Integers of Different Sizes: | Promotion of integers in expressions. | |
• Offsets and Sizes: | United values. | |
• Buffers as IO Spaces: | Poking memory buffers. | |
• Copying Bytes: | Moving data between IO spaces. | |
• Saving Buffers in Files: | From memory to files. | |
• Character Sets: | ASCII, Unicode, … | |
• From Bytes to Characters: | Working with ASCII codes | |
• ASCII Strings: | NULL-terminated strings. | |
• From Strings to Characters: | Indexing strings. | |
Structuring Data | ||
• The SBM Format: | The Stupid BitMap Format | |
• Poking a SBM Image: | A need for abstraction. | |
• Modifying SBM Images: | Modifying existing data. | |
• Defining Types: | Abstracting data structures. | |
• Pickles: | Pickling useful abstractions. | |
• Poking Structs: | Abstracting heterogeneous data. | |
• How Structs are Built: | How poke builds struct values. | |
• Variables in Structs: | ||
• Functions in Structs: | ||
• Struct Methods: | Operations provided by built structs. | |
• Padding and Alignment: | Reserved fields, payloads and more. | |
• Dealing with Alternatives: | Conditional decoding. | |
• Structured Integers: | Structs that are stored like integers. | |
• Working with Incorrect Data: | Non-strict mapping to the rescue. | |
Maps and Map-files | ||
• Editing using Variables: | Data is usually edited mapping variables. | |
• poke Maps: | Maps and map-files. | |
• Loading Maps: | Using maps defined in files. | |
• Multiple Maps: | Multiple perspectives of the same data. | |
• Auto-map: | Loading maps automagically. | |
• Constructing Maps: | Creating and managing maps on the fly. | |
• Predefined Maps: | Collection of already-written maps. | |
Writing Pickles | ||
• Pretty-printers: | Conventions for pretty-printed output. | |
• Setters and Getters: | Anatomy getters and setters. | |
Writing Binary Utilities | ||
• Poke Scripts: | Using poke as an interpreter. | |
• Command-Line Arguments: | Handling command-line arguments. | |
• Exiting from Scripts: | Exit with an error status. | |
• Loading pickles as Modules: | Importing pickles in programs. | |
• elfextractor: | An example Poke binary utility. | |
• Filters: | Writing filters for binary data. | |
Configuration | ||
• pokerc: | User’s initialization file. | |
• Load Path: | Determining location of modules. | |
• Styling: | Changing the appearance of poke’s output. | |
Time | ||
• POSIX Time: | Encoding POSIX dates. | |
Colors | ||
• The Color Registry: | The color pickle. | |
• RGB24 Encoding: | Encoding colors with three bytes. | |
Audio | ||
• MP3: | Editing MP3 files. | |
Programming Emacs Modes | ||
• poke-mode: | Major mode for writing Poke programs. | |
• poke-map-mode: | Major mode for writing map-files. | |
• poke-ras-mode: | Major mode for writing RAS programs. | |
Vim Syntax Highlighting | ||
• poke.vim: | Poke syntax highlighter | |
Dot-Commands | ||
• load command: | Loading pickles. | |
• source command: | Executing commands in files. | |
• file command: | Opening and selecting file IO spaces. | |
• mem command: | Opening and selecting memory IO spaces. | |
• nbd command: | Opening and selecting NBD IO spaces. | |
• proc command: | Opening and selecting process IO spaces. | |
• ios command: | Switching between IO spaces. | |
• close command: | Closing IO spaces. | |
• doc command: | Online manual. | |
• editor command: | Using an external editor for input. | |
• info command: | Getting information about open files, etc. | |
• set command: | Querying and setting global options. | |
• vm command: | Poke Virtual Machine services. | |
• exit command: | Exiting poke :( | |
• quit command: | Likewise. | |
Commands | ||
• dump: | Binary dumps. | |
• copy: | Copying data around. | |
• save: | Save data into a file. | |
• extract: | Extract contents of values to buffers. | |
• scrabble: | Scrabble memory chunks based on patterns. | |
The Poke Language | ||
• Integers: | Whole numbers. | |
• Offsets: | Memory sizes and offsets. | |
• Strings: | NULL-terminated strings. | |
• Arrays: | Homogeneous collections. | |
• Structs: | Heterogeneous collections. | |
• Types: | Declaring types. | |
• Assignments: | Changing the value of variables. | |
• Compound Statements: | Sequences of statements. | |
• Conditionals: | Conditional statements and expressions. | |
• Loops: | Statements to iterate on conditions. | |
• Expression Statements: | Using expressions for their side-effects. | |
• Functions: | Procedural abstraction. | |
• Endianness: | Byte ordering. | |
• Mapping: | Accessing IO spaces. | |
• Exception Handling: | Dealing with exceptional conditions. | |
• Terminal: | Dealing with the terminal. | |
• Printing: | Output in Poke programs. | |
• Comments: | Documenting Poke programs. | |
• Modules: | Loading pickles from Poke programs. | |
• System: | Accessing the system from within Poke. | |
• VM: | Tweaking the PVM in Poke programs. | |
• Debugging: | Debugging Poke programs. | |
The Standard Library | ||
• Standard Integral Types: | int, long and the like. | |
• Standard Offset Types: | off64 and the like. | |
• Standard Units: | b, B, Kb and the like. | |
• Conversion Functions: | catos, atoi, etc. | |
• Array Functions: | Functions which deal with arrays. | |
• String Functions: | Functions which deal with strings. | |
• Sorting Functions: | qsort. | |
• CRC Functions: | Cyclic Redundancy Checksums. | |
• Dates and Times: | Processing and displaying dates and times. | |
• Offset Functions: | Useful functions that operate on offsets. | |
The Machine-Interface | ||
• MI overview: | Description of the MI. | |
• Running poke in MI mode: | Running poke with –mi | |
• MI transport: | Frame messages. | |
• MI protocol: | Messages, requests, responses, events. | |
The Poke Virtual Machine | ||
• PVM Instructions: | Virtual Machine instructions. |
Next: Setting Up, Previous: Top, Up: Top [Contents][Index]
• Motivation: | Why a binary editor? | |
• Nomenclature: | poke, Poke and pickles. | |
• Invoking poke: | command line options. | |
• Commanding poke: | Interactive and non-interactive usage. |
Next: Nomenclature, Up: Introduction [Contents][Index]
The main purpose of GNU poke is to manipulate structured binary data in terms of abstractions provided by the user. The Poke type definitions can be seen as a sort of declarative specifications for decoding and encoding procedures. The user specifies the structure of the data to be manipulated, and poke uses that information to automagically decode and encode the data. Under this perspective, struct types correspond to sequences of instructions, array types to repetitions or loops, union types to alternatives or conditionals, and so on.
• Decode-Compute-Encode: | Encoded data and conventional languages. | |
• Describe-Compute: | The poke approach. |
Next: Describe-Compute, Up: Motivation [Contents][Index]
Computing with data whose form is not the most convenient way to be manipulated, like is often the case in unstructured binary data, requires performing a preliminary step that transforms the data into a more convenient representation, usually featuring a higher level of abstraction. This step is known in computer jargon as unmarshalling, when the data is fetch from some storage or transmission media or, more generally, decoding.
Once the computation has been performed, the result should be transformed back to the low-level representation to be stored or transmitted. This is performed in a closing step known as marshalling or, more generally, encoding.
Consider the following C program whose purpose is to read a 32-bit signed integer from a byte-oriented storage media at a given offset, multiply it by two, and store the result at the same offset.
void double_number (int fd, off_t offset, int endian) { int number, i; unsigned char b[4]; /* Decode. */ lseek (fd, offset, SEEK_SET); for (i = 0; i < 4; ++i) read (fd, &b[i], 1); if (endian == BIG) number = b[0] << 24 | b[1] << 16 | b[2] << 8 | b[3]; else number = b[3] << 24 | b[2] << 16 | b[1] << 8 | b[0]; /* Compute. */ number = number * 2; /* Encode. */ if (endian == BIG) { b[0] = (number >> 24) & 0xff; b[1] = (number >> 16) & 0xff; b[2] = (number >> 8) & 0xff; b[3] = number & 0xff; } else { b[3] = (number >> 24) & 0xff; b[2] = (number >> 16) & 0xff; b[1] = (number >> 8) & 0xff; b[0] = number & 0xff; } lseek (fd, offset, SEEK_SET); for (i = 0; i < 4; ++i) write (fd, &b[i], 1); }
As we can see, decoding takes care of fetching the data from the storage in simple units, bytes. Then it mounts the more abstract entity on which the computation will be performed, in this case a signed 32-bit integer. Considerations like endianness, negative encoding (which is assumed to be two’s complement in this example and handled automatically by C) and error conditions (omitted in this example for clarity) should be handled properly.
Conversely, encoding turns the signed 32-bit integer into a sequence of bytes and then writes them out to the storage at the desired offset. Again, this requires taking endianness into account and handling error conditions.
This example may look simplistic and artificial, and it is, but too often the computation proper (like multiplying the integer by two) is way more straightforward than the decoding and encoding of the data used for the computation.
Generally speaking, decoding and encoding binary data is laborious and error prone. Think about sequences of elements, variable-length and clever compact encodings, elements not aligned to byte boundaries, the always bug-prone endianness, and a long etc. Dirty business, sometimes risky, and always boring.
Previous: Decode-Compute-Encode, Up: Motivation [Contents][Index]
This is where poke comes into play. Basically, it allows you to describe the characteristics of the data you want to compute on, and then decodes and encodes it for you, taking care of the gory details. That way you can concentrate your energy on the fun part: computing on the data at your pleasure.
Of course, you are still required to provide a description of the data. In the Poke language, these descriptions take the form of type definitions, which are declarative: you specify what you want, and poke extracts the how from that.
For example, consider the following Poke type definition:
type Packet = struct { uint<16> magic = 0xef; uint<32> size; byte[size] data @ 8#B; };
This tells poke that, in order to decode a Packet
, it should
perform the following procedure (a similar procedure is implied for
encoding):
magic
. If this unsigned 16-bit integer doesn’t equal to
0xef
, then stop and emit a “data integrity” error.
size
.
size
times:
data
array.
If during this procedure an end of file is encountered, or some other erroneous condition happens, an appropriate error is raised.
In the procedure sketched above we find a sequence of operations, implied by the struct type, and a loop, implied by the array type. As we shall see later in this book, it is also possible to decode conditionally. Union types are used for that purpose.
Next: Invoking poke, Previous: Motivation, Up: Introduction [Contents][Index]
GNU poke is a new program and it introduces many a new concept. It is a good idea to clarify how we call things in the poke community. Unless everyone uses the same nomenclature to refer to pokish thingies, it is gonna get very confusing very soon!
First of all we have poke
, the program. Since “poke” is a
very common English word, when the context is not clear we either use
the full denomination GNU poke
, or quote the word using some
other notation.
Then we have Poke, with upper case P, which is the name of the
domain-specific programming language implemented by poke
,
the program.
This distinction is important. For example, when people talk about “poke programmers” they refer to the group of people hacking GNU poke. When they talk about “Poke programmers” they refer to the people who write programs using the Poke programming language.
Finally, a pickle is a Poke source file containing definitions of types, variables, functions, etc, that conceptually apply to some definite domain. For example, elf.pk is a pickle that provides facilities to poke ELF object files. Pickles are not necessarily related to file formats: a set of functions to work with bit patterns, for example, could be implemented in a pickle named bitpatterns.pk.
We hope this helps to clarify things.
Next: Commanding poke, Previous: Nomenclature, Up: Introduction [Contents][Index]
Synopsis:
poke [option…] [file]
The following options are available.
Load the given file as a Poke program. Any number of ‘-l’ options can be specified, and they are loaded in the given order.
Load the given file as a Poke program and exit. The rest of the
command-line is not processed by poke, and is available to the Poke
script in the argv
variable. This is commonly used along with
a shebang (see Scripts) to implement Poke scripts.
Commanding poke from the command line:
Execute the given command. Any number of ‘-c’ options can be specified, and they are executed in the given order.
Load file as a command file. Any number of ‘-s’ options may be specified, and they are loaded in the given order. See Command Files.
Styling text output:
Whether to use styled output, and how. Valid options for how are ‘yes’, ‘no’, ‘auto’, ‘html’ and ‘test’.
Use the default style that works better for dark backgrounds. This is the default.
Use the default style that works better for bright backgrounds.
Use file as the CSS to use for styling poke, instead of the default style.
Machine interface:
--mi
Run poke in MI mode. In this mode, poke communicates with a client using JSON messages in the standard input and output.
Other options:
-q
--no-init-file
--no-auto-map
Do not load map-files automatically when poke opens IO spaces.
--no-hserver
Do not run the terminal hyperlinks server.
--quiet
Be as terse as possible.
--help
Print a help message and exit.
--version
Show version and exit.
Previous: Invoking poke, Up: Introduction [Contents][Index]
GNU poke is primarily an interactive editor that works in the command line. However, it is also possible to use it in a non-interactive way. This chapter documents both possibilities.
• The REPL: | Using poke interactively. | |
• Evaluation: | Evaluating Poke. | |
• Commands and Dot-Commands: | Two kinds of commands. | |
• Command Files: | Loading commands from files. | |
• Scripts: | Executing Poke programs in the command line. |
Next: Evaluation, Up: Commanding poke [Contents][Index]
If poke is invoked with an interactive TTY connected to the standard input, it greets you with a welcome message, licensing information and such, and finally a prompt that looks like:
(poke)
At this point, the program is ready to be commanded. You are expected to introduce a line and press enter. At that point poke will examine the command, notify you if there is some error condition, process the line and maybe displaying something in the terminal.
Repeatedly typing complex commands can be tiresome. To help you, poke uses the readline library See GNU Readline Library. This provides shortcuts and simple keystrokes to repeat previous commands with or without modification, fast selection of file names and entries from other multiple choice contexts, and navigation within a command and among previous commands. When the REPL starts, the history of your previous sessions are loaded from the file .poke_history located in your home directory (if it exists).
There are several kinds of lines that can be provided in the REPL:
.
).
These are explained in the following sections.
Next: Commands and Dot-Commands, Previous: The REPL, Up: Commanding poke [Contents][Index]
You can evaluate a Poke statement by typing it at the REPL’s prompt. Only a single statement, including expression statements (see Expression Statements) and compound statements (see Compound Statements), can be evaluted this way. It needs not be terminated by a semicolon.
When an expression is evaluated, the result of the evaluation is printed back to you. For example:
(poke) 23 23 (poke) [1,2,3] [1,2,3] (poke) Packet @ 0#B Packet {i=1179403647,j=65794L}
When a statement other than an expression statement is executed in the REPL no result is printed, but of course the statement can print on its own:
(poke) fun do_foo = void: {} (poke) do_foo (poke) for (i in [1,2,3]) printf "elem %i32d\n", i; elem 1 elem 2 elem 3
If there is an error compiling the line, you are notified with a nice error message, showing the location of the error. For example:
(poke) [1,2,3 + "foo"] <stdin>:1:6: error: invalid operands in expression [1,2,3 + "foo"]; ^~~~~~~~~
Next: Command Files, Previous: Evaluation, Up: Commanding poke [Contents][Index]
There are two kinds of commands in poke: the dot-commands, which are written in C and have their own conventions for handling sub-commands and passing arguments and flags, and normal commands, which are written in Poke.
Dot-commands are so called because their names start with the dot
character (.
). They can feature subcommands. Example:
(poke) .vm disassemble mapper int[] @ 0#B (poke) .vm disassemble writer int[] @ 0#B
When there is no ambiguity, the command name and the subcommands can be shortened to prefixes. The commands above can also be written as:
(poke) .vm dis m int[] @ 0#B (poke) .vm dis w int[] @ 0#B
Some commands also get flags, which are one-letter indicators that can
be appended to the command name (including subcommands) after a slash
character (/
). For example, the .vm
disassembler
commands accept a n
flag to indicate we want a native
disassemble. We can pass it as follows:
(poke) .vm disassemble mapper/n int[] @ 0#B (poke) .vm disassemble writer/n int[] @ 0#B
If a dot-command accepts more than one argument, they are separated
using comma characters (,
). Spaces are generally ignored.
Regular poke commands are written in Poke and use different conventions. The name of commands follow the same rules as normal Poke identifiers, and do not start with a dot character.
An example is the dump
command:
(poke) dump 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 7f45 4c46 0201 0100 0000 0000 0000 0000 .ELF............ 00000010: 0100 f700 0100 0000 0000 0000 0000 0000 ................ 00000020: 0000 0000 0000 0000 8001 0000 0000 0000 ................ 00000030: 0000 0000 4000 0000 0000 4000 0800 0700 ....@.....@..... 00000040: 1800 0000 0000 0000 0000 0000 0000 0000 ................ 00000050: 7900 0000 0000 0000 b701 0000 9a02 0000 y............... 00000060: 7b10 0000 0000 0000 1800 0000 0000 0000 {............... 00000070: 0000 0000 0000 0000 7900 0000 0000 0000 ........y.......
After the name of the command, arguments can be specified by name, like this:
(poke) dump :from 0#B :size 8#B (poke) dump :from 0#B :size 8#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 7f45 4c46 0201 0100 .ELF....
The dump
command is discussed in greater detail
below (see dump).
The order of arguments is irrelevant in principle:
(poke) dump :from 0#B :size 8#B :ascii 0 :ruler 0 00000000: 7f45 4c46 0201 0100 (poke) dump :ruler 0 :from 0#B :size 8#B :ascii 0 00000000: 7f45 4c46 0201 0100
However, beware side effects while computing the values you pass as the arguments! The expressions themselves are evaluated from left to right.
Which arguments are accepted, and their kind, depend on the specific command.
Note that the idea is to restrict the number of dot-commands to the absolutely minimum. Most of the command-like functionality provided in poke shall be implemented as regular commands.
Next: Scripts, Previous: Commands and Dot-Commands, Up: Commanding poke [Contents][Index]
Command files contain poke commands.
A poke command may be a dot command, a Poke statement or a Poke
expression.
Lines starting with #
are comments will be ignored. However a
comment must start at the beginning of a line. Here is an example
of a script:
# The following two lines are dot commands .load my-pickle.pk .set obase 16 # The following line is a Poke statement dump :size 0x100#B :from 0x10#B # The following line is a Poke expression statement without any side effect. # Consequently it is valid, but rather useless. 4 == 4
A command file contains commands, not Poke code. This means it gets read line by line and commands cannot occupy more than one line. Hence the following is a valid command file:
type foo = struct {int this; int that;}
but this is not valid as a command file (although it is a valid Poke statement) and will provoke an error:
type foo = struct { int this; int that; }
Command files can be loaded at startup using the -s
command
line option (see Invoking poke).
The ~/.pokerc startup file is also an example of a poke
command file (see pokerc).
Previous: Command Files, Up: Commanding poke [Contents][Index]
Following the example of Guile Scheme, the Poke syntax includes
support for multi-line comments using the #!
and !#
delimiters. This, along with the -L
command line option,
allows to write Poke scripts and execute them in the command line like
if they were normal programs. Example of a script:
#!/usr/bin/poke -L !# print "Hello world!\n";
The resulting script can process command-line options by accessing the
argv
array. The following Poke script prints its arguments:
#!/usr/bin/poke -L !# for (arg in argv) printf ("Argument: %s\n", arg);
If you want to pass additional flags to the poke command, you need to use a slightly different kind of shebang:
#!/usr/bin/env sh exec poke -L "$0" "$@" !# load elf; printf ("%v\n", Elf64_Ehdr @ 0#B);
Next: Basic Editing, Previous: Introduction, Up: Top [Contents][Index]
• Setting up Hyperlinks: | GNU poke uses terminal hyperlinks. | |
• Simple Init File: | A simple initial ~/.pokerc. |
Next: Simple Init File, Up: Setting Up [Contents][Index]
GNU poke uses terminal hyperlinks in order to improve the interactive usage of the tool: clicking on terminal hyperlinks requests poke to execute certain actions. This is used to implement buttons and other interactive goodies.
Many terminal emulators support terminal hyperlinks. However, we are
using a very simple protocol called app://
that is not
supported (yet) on GNU/Linux distros. Fortunately, it is very easy to
set your system to use this protocol, and this chapter shows you how.
The first step in having an hyperlinks-capable poke is to make sure to have a recent enough version of libtextstyle when building poke. If your poke can emit hyperlinks you will see a message like this when running it on the terminal:
hserver listening in port 43713.
Gnome Terminal has support for displaying hyperlinks as do many other emulators that rely on VTE. Check the list at https://gist.github.com/egmontkob/eb114294efbcd5adb1944c9f3cb5feda#supporting-apps for a mostly up-to-date, non-exhaustive list of emulators that support printing hyperlinks.
Since app://
is a new URI protocol that we designed, common
terminal emulators don’t know what to do when they encounter such a
URI. To work around this problem we use the XDG Desktop Specification
and a little C utility called app-client
, which can be found
at https://gitlab.com/darnir/hyperlink-app-client.
By setting app-client
as the default handler for app://
URIs, the terminal emulator does not need to understand the syntax or
semantics of the app://
protocol. It offloads the handling of
the URI entirely to app-client
. In order to use this, first download
and install app-client
:
$ git clone https://gitlab.com/darnir/hyperlink-app-client $ cd hyperlink-app-client $ make $ cp app-client /location/in/$PATH/variable
Next step is to copy the app-client.desktop file in the git
repository to $HOME/.local/share/applications. This is a XDG
Desktop Entry for the app-client. And let’s most applications on your
system know that this should be used to handle app://
URIs. (See the MimeType
field)
This is enough for any utility (like terminals) that use
xdg-open
to do the right thing with hyperlinks. However,
certain terminals require additional setup. See below if that is your
case.
Gnome Terminal doesn’t use xdg-open
to start the
applications. Instead, it parses the mimeapps.list file
manually to find the right application.
Edit your mimeapps.list, it is usually located at $HOME/.local/share/applications/mimeapps.list, but it might also be at $XDG_CONFIG_DIR/mimeapps.list, and add the following line to it:
x-scheme-handler/app=app-client.desktop
This let’s Gnome Terminal know how to open app://
links.
Previous: Setting up Hyperlinks, Up: Setting Up [Contents][Index]
GNU poke is a spartan program that tries to be as simple as possible by default, without fancy displays. Therefore, before exploring poke you may want to configure it minimally. This section contains a few recommendations in that respect.
First we must say that poke reads a per-user configuration from the ~/.pokerc file. See pokerc.
We recommend new users to set the following options:
.set endian little .set omode tree .set oacutoff 5 .set pretty-print yes
These options are explained later in this manual. See set command.
Next: Structuring Data, Previous: Setting Up, Up: Top [Contents][Index]
In this chapter you will learn how to shuffle binary data around with poke, in terms of fundamental predefined entities: bits, bytes, integers, and the like.
• Binary Files: | Text vs. binary. | |
• Files as IO Spaces: | Poking files. | |
• Dumping File Contents: | A first look at a file’s bytes. | |
• Poking Bytes: | Reading, manipulating and writing bytes. | |
• Values and Variables: | Values can be stored in variables. | |
• From Bytes to Integers: | Building numbers with bytes. | |
• Big and Little Endians: | Pick your egg. | |
• Negative Integers: | Going behind 0. | |
• Weird Integers: | Incomplete bytes in numbers. | |
• Unaligned Integers: | IO spaces are bit-oriented. | |
• Integers of Different Sizes: | Promotion of integers in expressions. | |
• Offsets and Sizes: | United values. | |
• Buffers as IO Spaces: | Poking memory buffers. | |
• Copying Bytes: | Moving data between IO spaces. | |
• Saving Buffers in Files: | From memory to files. | |
• Character Sets: | ASCII, Unicode, … | |
• From Bytes to Characters: | Working with ASCII codes | |
• ASCII Strings: | NULL-terminated strings. | |
• From Strings to Characters: | Indexing strings. | |
• Strings are not Arrays: | Converting between strings and arrays. |
Next: Files as IO Spaces, Up: Basic Editing [Contents][Index]
GNU poke is an editor for binary files. Right, so what is a binary file? Strictly speaking, every file in a computer’s file system is binary. This is because, in a very fundamental level, files are just sequences of bytes.
Colloquially, however, it is very common to talk about “binary files” as opposed to “text files”. In this informal meaning, a text file is basically a file composed, mostly, of bytes (and byte sequences) that can be translated into printable characters in some character set, such as ASCII, EBCDIC or Unicode. It follows that binary files would then be files composed, mostly, of bytes not intended to be interpreted as encoded characters.
Some text files contain non-printable characters, such as form feed characters, and many binary files contain printable strings, such as a string table in an ELF object file. That is why we used the word “mostly” in the definitions above. In practice, however, the distinction is almost always clear and there is common consensus on whether a given file format can be considered as a binary format, or not.
GNU poke can edit any file, and as we shall see, it provides some nice features to manipulate sequences of bytes interpreted as character strings. However, it is called a “binary editor” because it is especially designed to be particularly useful editing binary files, in the sense of the term defined above.
In this chapter, we will be using ELF object files as the experiment subject in most of the examples. ELF files are good for this purpose, because they are eminently binary, highly structured, and still strings play a role in them, encoding names of entities like sections and symbols. You don’t need to have a perfect knowledge of the ELF format in order to follow the examples, but being familiarized with the concept of object file formats should surely help.
Obtaining a simple ELF object file is easy, if you have a C compiler installed:
$ echo 'int foo () { return 0; }' | gcc -c -xc -o foo.o -
The command above compiles a very simple ELF object file that contains the compiled form of a little dummy function. This object file will be our companion for a while, and will be the subject of much analysis and abuse, as we poke it.
Next: Dumping File Contents, Previous: Binary Files, Up: Basic Editing [Contents][Index]
Now that we have a binary file (foo.o) it is time to open it with poke. There are two ways to do that.
One way is to pass the name of the file in the poke invocation. The program will start, open the file, and present you with the REPL, like in:
$ poke foo.o […] (poke)
The other way is to fire up poke without arguments, and then use the
.file
dot-command to open the file:
$ poke […] (poke) .file foo.o The current IOS is now `./foo.o'. (poke)
Note how poke replies to the dot-command, stating that the current IOS is now the file we opened.
You may be wondering, what is this IOS thing? It is an acronym for Input/Output Space, often written IO Space. This is the denomination used to refer to the entities being edited with poke. In this case the IO space being edited is a file, but we will see that is not always the case: poke can also edit other entities such as memory buffers and remote block-oriented devices over the network. For now, let’s keep in mind that IOS, or IO space, refers to the file being edited.
And why “current”? GNU poke is capable of editing several files (more generally, several IO spaces) simultaneously. At any time, one of these files is the “current one”. In our case, the current IO space is the file foo.o, since it is the only file poke knows about:
(poke) .info ios Id Type Mode Bias Size Name * #0 FILE rw 0x00000000#B 0x00000398#B ./foo.o
The command .info ios
gives us information about all the IO
spaces that are currently open. The first column tells us a tag
that identifies the IOS. In this example, the tag corresponding to
foo.o is #0
. The second column tells us the type of
IO space. The third column tells us that foo.o allows both
reading and writing. The fourth column tells us the size of the file,
in hexadecimal.
You may wonder what is that weird suffix #B
. It is a unit,
and tells us that the size 0x398
is measured in bytes, i.e. the
size of foo.o is 0x398
bytes (or, in decimal, 920
bytes.)
Finally, the asterisk character at the left of the entry for foo.o identifies it as the current IO space. To see this more clearly, let’s open another file:
(poke) .file bar.o The current IOS is now `./bar.o'. (poke) .info ios Id Type Mode Bias Size Name * #1 FILE rw 0x00000000#B 0x00000398#B ./bar.o #0 FILE rw 0x00000000#B 0x00000398#B ./foo.o
Ah, there we have both foo.o and bar.o. Now the current
IO space (the entry featuring the asterisk at the left) is the file
that we just opened, bar.o. This is because poke always sets
the most recently open file as the current one. We can switch back to
foo.o using yet another dot-command, .ios
, which gets
an IO space tag as an argument:
(poke) .ios #0 The current IOS is now `./foo.o'. (poke) .info ios Id Type Mode Bias Size Name #1 FILE rw 0x00000000#B 0x00000398#B ./bar.o * #0 FILE rw 0x00000000#B 0x00000398#B ./foo.o
We are back to foo.o. Since we are not really interested in bar.o, let’s close it:
(poke) .close #1 (poke) .info ios Id Type Mode Bias Size Name * #0 FILE rw 0x00000000#B 0x00000398#B ./foo.o
Awesome. Now we can focus on foo.o’s contents…
Next: Poking Bytes, Previous: Files as IO Spaces, Up: Basic Editing [Contents][Index]
Data stored in modern computers, in both volatile memory and persistent files, is fundamentally a sequence of entities called bytes. The bytes can be addressed by its position in the sequence, starting with zero:
+--------+--------+--------+ ... +--------+ | byte 0 | byte 1 | byte 2 | | byte N | +--------+--------+--------+ ... +--------+
Each byte has capacity to store a little unsigned integer in the range
0..255
. Therefore, the IO spaces that we edit with poke (like
the file foo.o) can be seen as a sequence of little numbers,
like depicted in the figure above.
GNU poke provides a command whose purpose is to display the values of
these bytes: dump
1 . It is called like that
because it dumps ranges of bytes to the terminal, allowing the user to
inspect them.
So let’s use our first poke command! Fire up poke, open the file
foo.o as explained above, and execute the dump
command:
(poke) dump 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 7f45 4c46 0201 0100 0000 0000 0000 0000 .ELF............ 00000010: 0100 f700 0102 0000 0000 0000 0000 0000 ................ 00000020: 0102 0000 0000 0000 9801 0000 0000 0000 ................ 00000030: 0000 0000 4000 0000 0000 4000 0800 0700 .............. 00000040: 2564 0a00 0000 0000 0000 0000 0000 0000 %d.............. 00000050: b702 0000 0100 0000 1801 0000 0000 0000 ................ 00000060: 0000 0000 0000 0000 8510 0000 ffff ffff ................ 00000070: b700 0000 0000 0000 9500 0000 0000 0000 ................ (poke)
What are we looking at?
The first line of the output, starting with 76543210
, is a
ruler. It is there to help us to visually determine the
location (or offset) of the data.
The rest of the lines show the values of the bytes that are stored in the file, 16 bytes per line. The first column in these data lines shows the offset, in hexadecimal and measured in number of bytes, from which the row of data starts. For example, the offset of the first byte shown in the third data line has offset 0x20 in the file, the second byte has offset 0x21, and so on. Note how the data rows show the values of the individual bytes, in hexadecimal. Generally speaking, when dealing with bytes (and binary data in general) it is useful to manipulate magnitudes in hexadecimal, or octal. This is because it is easy to group digits in these bases to little groups of bits (four and three respectively) in the equivalent binary representation. In this case, each couple of hexadecimal digits denote the value of a single byte2. For example, the value of the first byte in the third data row is 0x01, the value of the second byte 0x02, and so on.
Using the ruler and the column of offsets, locating bytes in the data
is very easy. Let’s say for example we are interested in the byte at
offset 0x68: we use the first column to quickly find the row starting
at 0x60, and the ruler to find the column marked with 88
.
Cross column and row and… voila! The byte in question has the value
0x85. The reverse process is just as easy. What is the offset of the
first 0x40 in the file? Try it!
The section at the right of the output is the ASCII output. It shows
the row of bytes at the left interpreted as ASCII characters.
Non-printable characters are shown as .
to avoid scrambling the
terminal, and yes, there is actually way to customize what character
to use, so they are not confused from real ASCII dot characters
(0x2e
) :P In this particular dump we can see that near the
beginning of the file there are three bytes whose value, if
interpreted as ASCII characters, conform the string “ELF”. As we
shall see, this is part of the ELF magic number. Again, the ruler is
very useful to locate the byte corresponding to some character in the
ASCII section, or the other way around. What is the value of the byte
corresponding to the F
in ELF
? Try it!
Something to notice in the dump
output above is that these
are not, by any mean, the complete contents of the file foo.o.
The .info ios
dot-command informed us in the last section
that foo.o contains 920 bytes, of which the dump
command only showed us… 0x80
bytes, or 128
bytes in
decimal.
dump
is certainly capable of showing more (and less) than
128
bytes. We can ask dump
to display some given
amount of data by specifying its size using a command argument.
For example:
(poke) dump :size 64#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 7f45 4c46 0201 0100 0000 0000 0000 0000 .ELF............ 00000010: 0100 f700 0102 0000 0000 0000 0000 0000 ................ 00000020: 0102 0000 0000 0000 9801 0000 0000 0000 ................ 00000030: 0000 0000 4000 0000 0000 4000 0800 0700 ..............
The command above asks poke to “dump 64 bytes”. In this example
:size
is the name of the argument, and 64#B
is the
argument’s value. Again, the suffix #B
tells poke we want to
dump 64 bytes, not 64 kilobits nor 64 potatoes.
Another interesting aspect of our first dump (ahem) is that the dumped
bytes start from the beginning of the file, i.e. the offset of the
first byte is 0x0. Certainly there should be other areas of the file
with interesting contents for us to inspect. To that purpose, we can
use yet another option, :from
:
(poke) dump :size 64#B :from 128#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000080: 1400 0000 0000 0000 0000 0000 0000 0000 ................ 00000090: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 000000a0: 0000 0000 0300 0100 0000 0000 0000 0000 ................ 000000b0: 0000 0000 0000 0000 0000 0000 0300 0300 ................
The command above asks poke to “dump 64 bytes starting at 128 bytes
from the beginning of the file”. Note how the first row of bytes
start at offset 0x80
, i.e. 128
in decimal.
Passing options to commands is easy and natural, but we may find
ourselves passing the same values again and again to certain command
options. For example, if the default size of dump
of 128
bytes is not what you prefer, because you have a particularly tall
monitor, or you are one of these people using sub-atomic sized fonts,
it can be tiresome and error-prone to pass :size
to
dump
every time you use it. Fortunately, the default size
can be customized by setting a global variable:
(poke) pk_dump_size = 160#B
This tells poke to set 160
bytes as the new value for the
pk_dump_size
variable. This is a global variable that the
dump
command uses to determine how much data to show if the
user doesn’t specify an explicit value with the :size
option.
Many other commands use the same strategy in order to alter their
default behavior, not just dump
.
And now that we are talking about that, it is also cumbersome to have
to set the default size used by dump
every time we run
poke. But no problem, just set the variable in a file called
.pokerc in your home directory, like this:
pk_dump_size = 160#B
Every time poke starts, it reads ~/.pokerc and executes the commands contained in it. See pokerc.
The dump
command is very flexible, and accepts a lot of
options and customization variables that we won’t be covering in this
chapter. For a complete description of the command, see dump.
Next: Values and Variables, Previous: Dumping File Contents, Up: Basic Editing [Contents][Index]
Let’s look again at the first bytes of the file foo.o:
(poke) dump :size 64#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 7f45 4c46 0201 0100 0000 0000 0000 0000 .ELF............ 00000010: 0100 f700 0102 0000 0000 0000 0000 0000 ................ 00000020: 0102 0000 0000 0000 9801 0000 0000 0000 ................ 00000030: 0000 0000 4000 0000 0000 4000 0800 0700 ..............
At this point we know how to use the ruler to localize specific bytes just by looking at the displayed data. If we wanted to operate on the values of some given bytes, we could look at the dump and type the values in the REPL. For example, if we wanted to add the values of the bytes at offsets 0x2 and 0x4, we could look at the dump and then type:
(poke) 0x4c + 0x02 0x4e
GNU poke supports many operators that take integers as arguments, to perform arithmetic, relational, logical and bit-wise operations on them (see Integers). Since bytes are no more (and no less) than little unsigned integers, we can use these operators to perform calculations on bytes.
For example, this is how we would calculate whether the highest bit in the second byte in foo.o is set:
(poke) 0x45 & 0x80 0
Note how booleans are encoded in Poke as integers, 0 meaning false, any other value meaning true.
Looking at the output of dump
and writing the desired byte
value in the prompt is cumbersome. Fortunately, there is a much more
convenient way to access the value of a byte, given its offset in the
file: it is called mapping a byte value. This operation is
implemented by a binary operator, called the map operator.
This is how it works. Assuming we were interested in the byte at
64
bytes from the beginning of the file, this is how we would
refer to it (or “map” it):
(poke) byte @ 64#B 37UB
This application of the map operator tells poke to map a byte at the
offset 64 bytes. It can be read as “byte at 64 bytes”. Note how
poke replies with the value 37UB. The suffix UB
means
“unsigned byte”, and is an indication for the user about the nature
of the preceding number: it is unsigned, and it occupies a byte when
stored.
As we can see in this example, poke uses decimal by default when
showing values in the REPL. We already noted how it is usually better
to work in hexadecimal when dealing with byte values. Fortunately, we
can change the numeration base used by poke when printing numbers,
using the .set obase
(“set output base”) dot-command as
this:
(poke) .set obase 16
After this, we can map the byte again, this time getting the result expressed in hexadecimal:
(poke) byte @ 64#B 0x25UB
Again, you may find it useful to add the .set obase 16
command
to your .pokerc file, if you want the customization to be
persistent between poke invocations.
Going back to the example of calculating whether the highest bit in the second byte in foo.o is set, this is how we would do it with a map:
(poke) (byte @ 2#B) & 0x80 0
Turns out the answer is no.
The map operator can also be used at the left side of an assignment operator:
(poke) byte @ 0x28#B = 0xff
Which reads “assign 0xff to the byte at offset 0x4a bytes”. Dumping again, we can verify that the byte actually changed:
76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 7f45 4c46 0201 0100 0000 0000 0000 0000 .ELF............ 00000010: 0100 f700 0102 0000 0000 0000 0000 0000 ................ 00000020: 0102 0000 0000 0000 ff01 0000 0000 0000 ................ 00000030: 0000 0000 4000 0000 0000 4000 0800 0700 ..............
Does this mean that foo.o changed accordingly, in disk? The answer is yes. poke always commits changes immediately to the file being edited. This, that is an useful feature, can also be a bit tricky if you forget about it, leading to data corruption, so please be careful.
Incidentally, altering the byte at offset 0x28 most probably have caused foo.o to stop being a valid ELF file, but since we are just editing bytes (and not ELF structures) we actually don’t care much.
Next: From Bytes to Integers, Previous: Poking Bytes, Up: Basic Editing [Contents][Index]
Up to now we have worked with byte values, either writing them in the REPL or mapping them at the current IO space. Often it is useful to save values under meaningful names, and access to them by name. In poke we do that by storing the values in variables.
Before being used, variables shall be defined using the var
construction. Let’s get the byte at offset 64
bytes and save it
in a variable called foo
:
(poke) var foo = byte @ 64#B
This defines a new variable (foo
) and initializes it to the
value of the byte at offset 64 bytes. This results on foo
to
hold the value 37.
Once defined, we can get the value of a variable by just giving its name to poke:
(poke) foo 37UB
Several variables can be defined in a single var
declaration.
Each definition is separated by a comma. This is equivalent of
issuing several var
s:
(poke) var a = 10, b = 20
In general, a variable containing a byte value can be used in any
context where the contained value would be expected. If we wanted to
check the highest bit in the byte value stored in foo
we would
do:
(poke) foo & 0x80 0x0
Assigning a value to a variable makes the value the new contents of
the variable. For example, we can increase the value of foo
by
one like this:
(poke) foo = foo + 1
At this point, an important question is: when we change the value of
the variable foo
, are we also changing the value of the byte
stored in foo.o at offset 64 bytes? The answer is no. This is
because when we do the mapping:
(poke) var foo = byte @ 64#B
The value stored in foo
is a copy of the value returned
by the map operator @
. You can imagine the variable as a
storage cell located somewhere in poke’s memory. After the assignment
above is executed there are two copies of the byte value 0x25: one in
foo.o at offset 64 bytes, and the other in the variable
foo
.
It follows that if we wanted to increase the byte in the file, we would need to do something like:
(poke) var foo = byte @ 64#B (poke) foo = foo + 1 (poke) byte @ 64#B = foo
Or, more succinctly, omitting the usage of a variable:
(poke) byte @ 64#B = (byte @ 64#B) + 1
Or, even more succinctly:
(poke) (byte @ 64#B) += 1
Note how we have to use parenthesis around the map at the right hand
side, because the map operator @
has less precedence than the
plus operator +
.
Next: Big and Little Endians, Previous: Values and Variables, Up: Basic Editing [Contents][Index]
The bytes we have been working with are unsigned whole numbers (or
integers) in the range 0..255
. We saw how poke sees the
contents of the files as a sequence of bytes, and how each byte can be
addressed using an offset. Mapping bytes using the map operator
@
gives us these values, which are denoted in poke with
literals like 10UB
or 0x0aUB
.
This very limited range of values have consequences when it comes to do arithmetic with bytes. Suppose for example we wanted to calculate the average of the first byte values stored in foo.o. We could do something like:
(poke) a0 = byte @ 0#B (poke) a1 = byte @ 1#B (poke) a2 = byte @ 2#B (poke) a0 0x7fUB (poke) a1 0x45UB (poke) a2 0x4cUB (poke) (a0 + a1 + a2) / 3UB 5UB
That is obviously the wrong answer. What happened? Let’s do it step by step. First, we add the first two bytes:
(poke) a0 + a1 0xc4UB
Which is all right. 0xc4 is 0x7f plus 0x45. But, let’s add now the third byte:
(poke) a0 + a1 + a2 0x10UB
That’s no good. Adding the value of the third byte (0x4c) we overflow the range of valid values for a byte value. The calculation went banana at this point.
Another obvious problem is that we surely will want to store integers bigger than 255 in our files. Clearly we need a way to encode them somehow, and since all we have in a file are bytes, the integers will have to be composed of them.
Integers bigger than 255 can be encoded by interpreting consecutive byte values in a certain way. First, let’s consider a single byte. If we print a byte value using binary rather than decimal or hexadecimal, we will observe that eight bits are what it takes to encode the numbers between 0 and 0xff (255) using a natural binary encoding:
(poke) .set obase 2 (poke) 0UB 0b00000000UB (poke) 0xFFUB 0b11111111UB
This is the reason why people say bytes are “composed” of eight
bits, or that the width of a byte is eight bits. But this way of
talking doesn’t really reflect the view that the operating system has
of devices like files or memory buffers: both disk and memory
controllers provide and consume bytes, i.e. little unsigned numbers in
the range 0..255
. At that level, bytes are indivisible. We
will see later that poke provides ways to work on the “sub-byte”
level, but that is just really an artifact to make our life easier:
underneath, all that goes in and out are bytes.
Anyhow, if we were to “concatenate” the binary representation of two
consecutive bytes, we would end with a much bigger range of possible
numbers, in the range
0b00000000_00000000..0b11111111_11111111
3, or 0x0000..0xffff
in hexadecimal. poke provides
a bit-concatenation operator :::
that does exactly that:
(poke) 0x1UB 0b00000001UB (poke) 0x1UB ::: 0x1UB 0b0000000100000001UH
Note how the suffix of the resulting number is now UH
. This
indicates that the number is no longer a byte value: it is too big for
that. The H
in this new suffix means “half”, and it is a
traditional way to call an integer that is encoded using two bytes, or
16 bits.
So, using our method of encoding bigger numbers concatenating bytes, what would be the “half” integer composed of two bytes at the beginning of foo.o?
(poke) .set obase 16 (poke) (byte @ 0#B):::(byte @ 1#B) 0x7f45UH
Now, let’s go back to the syntax we used to map a byte value. In the
invocation of the map operator byte @ 0#B
the operand at the
left (in this case byte
) tells the operator what kind of value
to map. This is called a type specifier; byte
is the
type specifier for a single byte value, and byte[3]
is the type
specifier for a group of three byte values arranged in an array.
As it happens, byte
is a synonym for another slightly more
interesting type specifier: uint<8>
. You can probably infer
the meaning already: a byte is an unsigned integer which is 8 bits
big. We can of course use this alternate specifier in a mapping
operation, achieving exactly the same result than if we were using
byte
:
(poke) uint<8> @ 0#B 0x7fUB
You may be wondering: is it possible to use a similar type specifier for mapping bigger integers, like these “halves” that are composed of two bytes? Yeah, it is indeed possible:
(poke) uint<16> @ 0#B 0x7f45UH
Mapping an unsigned integer of 16-bits at the offset 0 gives us an unsigned “half” value, as expected.
You can easily build bigger and bigger numbers concatenating more and more bytes. Three bytes? sure:
(poke) uint<24> @ 0#B (uint<24>) 0x7f454c
Note that in this case poke uses a prefix instead of a suffix to indicate that the given value is 24-bits long. Four bytes?
(poke) uint<32> @ 0#B 0x7f454c46U
Certain integer widths are so often used that easier-to-type synonyms
for their type specifiers are provided. We already know byte
for uint<8>
. Similarly, ushort
is a synonym for
uint<16>
, uint
is a synonym for uint<32>
and
ulong
is a synonym for uint<64>
. Try them!
GNU poke supports integers up to eight bytes, i.e. up to 64-bits. This may change in the future, as we are planning to support arbitrarily large integers.
Next: Negative Integers, Previous: From Bytes to Integers, Up: Basic Editing [Contents][Index]
When talking about whole numbers (integers) we should distinguish
between their value (such as 123) and their written form that we
would use when writing the number on a piece of paper, such as
123
.
The written form of a number is composed of digits, arranged in
certain order. We all know that the ordering of the digits in the
written form of a number is important: if we write 123
we are
referring to a different value than if we write 321
. The
mathematical reason for this is that depending on the position they
occupy in the written form, each digit contributes with a different
“weight” to the total value of the number. This is always the case,
regardless of the numerical base used to denote the number.
For example, the value of the number 123 (whose written form is
123
) is calculated as 1*10^2+2*10^1+3*10^0
. If we swap
the last two digits in the written form of the number, we have
1*10^2+3*10^1+2*10^0
, which results in a different value:
132
. When we consider other numerical bases, the bases in the
polynomial change accordingly, but the correspondence between written
form and value stands: for example, the value of 0x123 is calculated
as 1*16^2+2*16^1+3*16^0
.
The “higher” a digit is in the polynomial, the more
significant it is, i.e. the more weight it has on the value of the
number where it appears. In the written number 123
, for
example, the digit 1 is the most significant digit of the
number, and the digit 3 is the least significant digit.
This distinction between the written form of a number and its value is
very important. Just like in certain languages letters are read
right-to-left (Arabic) or even down-to-up (Japanese) we could
certainly conceive a language in which the digits of numbers were
arranged from right-to-left instead of left-to-right. In such a
language the written representation of 123 would be 321
, not
123
. In other words: the least significant digit would come
first, not last, in the written form of the number.
Now when it comes to store numbers in computers, rather than writing them on a paper, the role of the paper is played by the computer’s memory, be it ephemeral (like RAM) or persistent (like a spinning hard disk or a Flash memory), which is organized as a sequence of bytes. Since we are composing numbers with bytes, it makes sense to have each byte to play the role of a digit in the written form of the bigger number. Since bytes can have values from 0 to 255, the base is 256. But what is the “written form” for our byte-composed numbers?
In the last section we tried to compose bigger integers by
concatenating bytes together and interpreting the result. In doing
so, we assumed (quite naturally) that in the written form of the
resulting integer the bytes are ordered in the same order than they
appear in the file, i.e. we assume that the written form of the number
b1*256^2+b2*256^1+b3*256^0
would be b1b2b3
, where
b1
, b2
and b3
are bytes. In other words, given a
written form b1b2b3
, b1
would be the most significant
byte (digit) and b3
would be the least significant byte
(digit). In our world of IO spaces, the “written form” is the
disposition of the bytes in the IO space (file, memory buffer, etc)
being edited.
That interpretation of the written form is exactly what the bit-concatenation operator implements:
(poke) dump :from 0#B :size 3#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 7f45 4c .EL (poke) var b1 = byte @ 0#B (poke) var b2 = byte @ 1#B (poke) var b3 = byte @ 2#B (poke) b1:::b2:::b3 (uint<24>) 0x7f454c
However, much like in certain human languages the written form is read
from right to left, some computers also read numbers from right to
left in their “written form”. Actually, turns out that most
modern computers do it like that. This means that, in these
computers, given the written form b1b2b3
(i.e. given a file
where b1
comes first, followed by b2
and then b3
)
the most significant byte is b3
and the least significant byte
is b1
. Therefore, the value of the number would be
b3*256^2+b2*256^1+b3*256^0
.
So, given the written form of a bigger number b1b2b3
(i.e. some
ordering of bytes implied by the file they are stored in) there are at
least two ways to interpret them to calculate the value of the number.
When the written form is read from left to right, we talk about a
big endian interpretation. When the written form is read from
right to left, we talk about a little endian interpretation.
Given the first three bytes in foo.o
, we can determine the
value of the integer composed of these three bytes in both
interpretations:
(poke) b1:::b2:::b3 (uint<24>) 0x7f454c (poke) b3:::b2:::b1 (uint<24>) 0x4c457f
Remember how the type specifier byte
is just a synonym of
uint<8>
, and how we can use type specifiers like
uint<24>
and uint<32>
to map bigger integers? When we
do that, like in:
(poke) uint<24> @ 0#B (uint<24>) 0x7f454c
Poke should somehow decide what kind of interpretation to use,
i.e. how to read the “written form” of the number. As you can see
from the example, poke uses the left-to-right interpretation, or
big-endian, by default. But you can change it using a new
dot-command: .set endian
:
(poke) .set endian little (poke) uint<24> @ 0#B (uint<24>) 0x4c457f
The currently used interpretation (also called endianness) is shown if you invoke the dot-command without an argument4:
(poke) .set endian little
Different systems use different endianness. Into a given system, it is to be expected that most files will be encoded following the same conventions. Therefore poke provides you a way to set the endianness to whatever endianness is in the system. You do it this way:
(poke) .set endian host
Next: Weird Integers, Previous: Big and Little Endians, Up: Basic Editing [Contents][Index]
Up to this point we have worked with unsigned integers, i.e. whole numbers which are zero or bigger than zero. Much like it happened with endianness, the interpretation of the value of several bytes as a negative number depends on the specific interpretation.
In computing there are two main ways to interpret the values of a group of bytes as a negative number: one’s complement and two’s complement.
At the moment GNU poke supports the two complement interpretation, which is really ubiquitous and is the negative encoding used by the vast majority of modern computers and operating systems.
We may consider adding support for one’s complement in the future, but only if there are real needs that would justify the effort (which wouldn’t be a small one ;)).
Unsigned values are never negative. For example:
(poke) 0UB - 1UB 0xffUB
Instead of getting a -1, we get the result of an unsigned underflow, which is the biggest possible value for an unsigned integer of size 8 bits: 0xff.
When using type specifiers like uint<8>
or uint<16>
in a
map, we get unsigned values such as 0UB. It follows that we need
other type specifiers to map signed values. These look like
int<8>
and int<16>
.
For example, let’s map a signed 16-bit value from foo.o:
(poke) .set obase 10 (poke) int<16> @ 0#B 28515H
Note how the suffix of the value is now H
and not UH
.
This means that the value is signed! But in this case it is still
positive, so let’s try to get an actual negative value:
(poke) var h = int<16> @ 0#B (poke) h - h - 1H -1H
Adding two signed integers gives you a signed integer:
(poke) 1 + 2 3
Likewise, adding two unsigned integers results in an unsigned integer:
(poke) 1U + 2U 3U
But, what happens if we mix signed and unsigned values in an expression? Is the result signed, or unsigned? Let’s find out:
(poke) 1U + 2 3U
Looks like combining an unsigned value with a signed value gives us an unsigned value. This actually applies to all the operators that work on integer values: multiplication, division, exponentiation, etc.
What actually happens is that the signed operand is converted to an unsigned value before executing the expression. You can also convert signed values into unsigned values (and vice-versa) using cast constructions:
(poke) 2 as uint<32> 2U
Therefore, the expression 1U + 2
is equivalent to 1U + 2
as uint<32>
:
(poke) 1U + 2 as uint<32> 3U
You may be wondering: why not doing it the other way around? Why not converting the unsigned operand into a signed value and then operate? The reason is that, given an integer of some particular size, the positive range that you can store in it is bigger when interpreted as an unsigned integer than when interpreted as a signed integer. Therefore, converting signed into unsigned before operating reduces the risk of positive overflow. This of course assumes that we, as users, will be working with positive numbers more often than with negative numbers, but that is a reasonable assumption to do, as it is often the case!
Next: Unaligned Integers, Previous: Negative Integers, Up: Basic Editing [Contents][Index]
Up to this point we have been playing with integers that are built
using a whole number of bytes. However, we have seen that the type
specifier for an integer has the form int<N>
or uint<N>
for signed and unsigned variants, where N
is the width of the
integer, in bits. We have used bit-sizes that are multiple of 8,
which is the size of a byte. So, why is this so? Why is N
not
measured in bytes instead?
The reason is that poke is not limited to integers composed of a whole
number of bytes. You can actually have integers having any
number of bits, between 1 and 64. So yes, int<3>
is a type
specifier for signed 3-bit integers, and uint<17>
is a type
specifier for unsigned 17-bit integers.
We call integers like this weird integers.
The vast majority of programming languages do not provide any support for weird integers. In the few cases they do, it is often in a very limited and specific way, like bitmap fields in C structs. Such constructions are often vague, obscure, and often their semantics depend on the specific implementation of the language, and/or the characteristics of the system where you run your program.
In poke, on the contrary, weird numbers are first class citizens, and they don’t differ in any way from “normal” integers composed of a whole number of bytes. Their interpretation is also well defined, and they keep the same semantics regardless of the characteristics of the computer on which poke is running.
Let’s consider first weird numbers that span for more than one byte. For example, an unsigned integer of 12 bits. Let’s visualize the written form of this number, i.e. the sequence of its constituent bytes as they appear in the underlying IO space:
byte 0 | byte 1 +---------+----+----+ |::::::::::::::| | +---------+----+----+ | uint<12> |
All right, the first byte is used in its entirely, but only half of the second byte is used to conform the value of the number. The other half of the second byte has no influence of the value of the 12 bits number.
Now, we talk about the “second half of the byte”, but what do that
means exactly? We know that bytes in memory and files (bytes in IO
spaces) are indivisible at the system level: bytes are read and
written one at a time, as little integers in the range 0..255
.
However, we can create the useful fiction that each byte is composed
by bits, which are the digits in the binary representation of
the byte value.
So, we can look at a byte as composed of a group of eight bits, like this:
byte +-------------------------+ | b7 b6 b5 b4 b3 b2 b1 b0 | +-------------------------+
Note how we decided to number the bits in descending order from left
to right. This is because these bits correspond to the base of the
polynomial equivalent to the binary value of the byte, i.e. the value
of the byte is
b7*2^7+b6*2^6+b5*2^5+b4*2^4+b3*2^3+b2*2^2+b1*2^1+b0*2^0
. In
other words: at the bit level poke always uses a big endian
interpretation, and the bit that “comes first” in this imaginary
stream of bits is the most significant bit in the binary
representation of the number. Please note that this is just a
convention, set by the poke authors: the opposite could have been
chosen, but it would have been a bit confusing, as we would have to
picture binary numbers in reverse order!
With this new way of looking at bytes, we can now visualize what we mean exactly with the “first half” and “second half” of the trailing byte, in our 12 bits unsigned number:
byte 0 | byte 1 +-------------------------+-------------+-------------+ | a7 a6 a5 a4 a3 a2 a1 a0 b7 b6 b5 b4 : | +-------------------------+-------------+-------------+ | uint<12> |
Thus the first half of byte 1
is the sequence of bits b7
b6 b5 b4
. The second half, which is not pictured since it doesn’t
contribute to the value of the number, would be b3 b2 b1 b0
.
So what would be the value of the 12-bit integer? Exactly like with non-weird numbers, this depends on the current selected endianness, which determines the ordering of bytes.
If the current endianness is big, then byte 0
provides the most
significant bits of the result number, and the used portion of
byte 1
provides the least significant bits of the result
number:
0b a7 a6 a5 a4 a3 a2 a1 a0 b7 b6 b5 b4
However, if the current selected endianness is little, then the used
portion of byte 1
provides the most significant bits of the
result number, and byte 0
provides the least significant bits
of the result number:
0b b7 b6 b5 b4 a7 a6 a5 a4 a3 a2 a1 a0
Let’s see this in action. Let’s take a look to the value of the first two bytes in foo.o, in binary:
(poke) .set obase 2 (poke) byte @ 0#B 0b01111111UB (poke) byte @ 1#B 0b01000101UB
Looking at these bytes as sequences of bits, we have:
byte @ 0#B | byte @ 1#B +-------------------------+-------------+-------------+ | 0 1 1 1 1 1 1 1 0 1 0 0 : 0 1 0 1 +-------------------------+-------------+-------------+ | uint<12> |
Let’s map our weird number at offset 0 bytes, using big endian:
(poke) .set endian big (poke) uint<12> @ 0#B (uint<12>) 0b011111110100
That matches what we explained before: the most significant bits of
the unsigned 12 bits number come from the byte at offset 0,
i.e. 01111111
, whereas the least significant bits come from the
byte at offset 1, i.e. 0100
.
Now let’s map it using little endian:
(poke) uint<12> @ 0#B (uint<12>) 0b010001111111
This time the most significant bits of the unsigned 12 bits number
come from the byte at offset 1, i.e. 0100
, whereas the least
significant bits come from the byte at offset 0, i.e. 01111111
.
An important thing to note is that non-weird numbers, i.e. numbers built with a whole number of bytes, are basically a particular case of weird numbers where the last byte in the written form (in the IO space) provides all its bits. The rules are exactly the same in all cases, which makes it easy to obtain predictable and natural results when building integers using poke.
The second kind of weird numbers are integers using less than 8 bits. These “sub-byte” numbers do not use all the bits of their containing byte. Consider for example the written form of an unsigned integer of size 5 bits:
byte +-----+----+ |:::::| | +-----+----+ uint<5>
Now let’s view the byte as a sequence of bits:
byte +----------------+----------+ | b7 b6 b5 b4 b3 | | +----------------+----------+ | uint<5> |
What is the value of this number? Applying the general rules for building integers from bytes, we can easily see that regardless of the current endianness the value, in binary, is:
0b b7 b6 b5 b4 b3
Let’s see this in poke:
(poke) .set obase 2 (poke) .set endian big (poke) byte @ 0#B 0b01111111UB (poke) uint<5> @ 0#B (uint<5>) 0b01111 (poke) .set endian little (poke) uint<5> @ 0#B (uint<5>) 0b01111
In the section discussing negative integers, we saw how the difference between a signed number and an unsigned number is basically a different interpretation of the most significant byte. Exactly the same applies to weird numbers.
Let’s summon our unsigned 12-bit integer at the beginning of the file foo.o:
(poke) .set endian big (poke) uint<12> @ 0#B (uint<12>) 0b011111110100
The most significant byte of the resulting value (not of its written form) indicates that this number would be positive if we were mapping the corresponding signed value. Let’s see:
(poke) int<12> @ 0#B (int<12>) 0b010001111111 (poke) .set obase 10 (poke) int<12> @ 0#B (int<12>) 1151
Let’s make it a bit more interesting, and change the value of the first byte in the file so we get a negative number:
(poke) .set obase 2 (poke) byte @ 0#B = 0b1111_1111 (poke) int<12> @ 0#B (int<12>) 0b111111110100 (poke) .set obase 10 (poke) int<12> @ 0#B (int<12>) -12
Now, let’s switch to little endian:
(poke) .set endian little (poke) .set obase 2 (poke) int<12> @ 0#B (int<12>) 0b010011111111 (poke) .set obase 10 (poke) int<12> 0#B (int<12>) 1279
Next: Integers of Different Sizes, Previous: Weird Integers, Up: Basic Editing [Contents][Index]
We have mentioned above that the data stored in computers, that we
edit with poke, is arranged as a sequence of bytes. The entities we
edit with poke (that we call IO devices) are presented to us as
IO spaces. Up to now, we have accessed this IO space in terms of
bytes, in commands like dump :from 32#B
and in expressions like
2UB + byte @ 0#B
. We said that mapped integers are built from
bytes read from the IO space.
However, the IO space that poke offers to us is actually a space of bits, not a space of bytes, and the poke values are mapped on this space of bits. The following figure shows this:
poke values | uint<16> @ 2#b | ----------- | | IO space |b|b|b|b|b|b|b|b|b|b|b|b|b|b|b|b|b|b|b|b|b|b|b|b| ----------- | | | | IO device | byte0 | byte1 | byte2 |
The main consequence of this, that you can see in the figure above, is
that we can use offsets in mapping operations that are not
aligned to bytes. You can specify an offset in bits, instead of
bytes, using the #b
suffix instead of #B
. Little
b
means bits, and big B
means bytes.
Let’s map an unaligned 16 bit unsigned integer in foo.o:
(poke) dump :from 0#B :size 3#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 7f45 4c .EL (poke) .set obase 2 (poke) byte @ 0#B 0b01111111UB (poke) byte @ 1#B 0b01000101UB (poke) byte @ 2#B 0b01001100UB (poke) .set endian big (poke) uint<16> @ 2#b 0b1111110100010101UH
Graphically:
poke values | uint<16> @ 2#b | ----------- | | IO space |0|1|1|1|1|1|1|1|0|1|0|0|0|1|0|1|0|1|0|0|1|1|0|0| ----------- | | | | IO device | 0x7f | 0x45 | 0x4c |
These three levels of abstractions make it very easy and natural to work with unaligned data. Imagine for example that you are poking packages in a network protocol that is bit-oriented. This means that the packages will generally not be aligned to byte boundaries, but still the payload stored in the packages contains integers of several sizes. poke allows you to directly map these integers as if they were aligned to byte boundaries, and work with them.
However, when one tries to determine the correspondence between a given poke value and the underlying bytes in the IO device, things can get complicated. This is particularly true when we map what we called “weird numbers”, i.e. numbers with partial bytes. As we saw, the rules to build these numbers were expressed in terms of bytes.
In order to ease the visualization of the process used to build integer values (especially if they are weird numbers, i.e. integers with partial bytes) one can imagine an additional layer of “virtual bytes” above the space of bits provided by the IO space. Graphically:
poke values | uint<16> @ 2#b | ----------- | | Virtual bytes | virt. byte1 | virt. byte2 | ----------- | | | IO space |0|1|1|1|1|1|1|1|0|1|0|0|0|1|0|1|0|1|0|0|1|1|0|0| ----------- | | | | IO device | 0x7f | 0x45 | 0x4c |
It is very important to understand that the IO space is an abstraction provided by poke. The underlying file, or memory buffer, or whatever, is actually a sequence of bytes; poke translates the operations on integers, bits, bytes, etc into the corresponding byte operations, which are far from trivial. Fortunately, you can let poke to do that dirty job for you, and abstract yourself from that complexity.
Next: Offsets and Sizes, Previous: Unaligned Integers, Up: Basic Editing [Contents][Index]
When integer values of different sizes are passed to an arithmetic or relational operator, the “smaller” operand gets converted into the size of the “bigger” operand. For example:
(poke) 1H + 2 3
The operands are of size 16-bit and 32-bit respectively, and the result is a 32-bit integer. This is equivalent to:
(poke) 1H as int<32> + 2 3
Next: Buffers as IO Spaces, Previous: Integers of Different Sizes, Up: Basic Editing [Contents][Index]
Early in the design of what is becoming GNU poke I was struck by a problem that, to my surprise, would prove not easy to fix in a satisfactory way: would I make a byte-oriented program, or a bit-oriented program? Considering that the program in question was nothing less than an editor for binary data, this was no petty dilemma.
Since the very beginning I had a pretty clear idea of what I wanted to achieve: a binary editor that would be capable of editing user defined data structures, besides bytes and bits. I also knew I needed some sort of domain specific language to describe these structures and operate on them. How that language would look like, and what kind of abstractions it would provide, however, was not clear to me. Not at all.
So once I sketched an initial language design, barely something very similar to C structs, I was determined to not continue with the poke implementation until I had described as many as binary formats in my language as possible. That, I reckoned, was the only way to make sure the implemented language would be expressive, complete and useful enough to fulfil my requirements.
The first formats I implemented using my immature little language included ELF, FLV, MP3, BSON… of them describing structures based on whole bytes. Even when they try to be compact, it is always by packing bit-fields in elements that are, invariably, sized as a multiple of bytes. Consequently, the language I was evolving became byte oriented as well. No doubt also influenced by my C inheritance, I would think of bit-fields either as a sort of second class citizen, or as mere results of shifting and masking.
This worked well. The language evolved to be able to express many different aspects of these formats in a very nice way, like variable-length data and holes in structures. Consider the following definition, which is not valid in today’s Poke:
type Data = struct { byte magic; byte count; byte dstart; byte[count] data @ dstart; };
The data starts with a byte that is a magic number. Then the size of
the data stored, in bytes, and then the data itself. This data,
however, doesn’t start right after dstart
: it starts at
dstart
, which is expressed as an offset, in bytes, since the
beginning of the Data. I conceived struct field labels to be any
expression evaluating to an integer, which would be…, bytes
obviously.
Then, one day, it was the turn for IETF RFC1951, which is the specification of the DEFLATE algorithm and associated file format. Oh dear. Near the beginning of the spec document it can be read:
This document does not address the issue of the order in which bits of a byte are transmitted on a bit-sequential medium, since the final data format described here is byte- rather than bit-oriented. However, we describe the compressed block format in below, as a sequence of data elements of various bit lengths, not a sequence of bytes.
Then it goes on describing rules to pack the DEFLATE elements into bytes. I was appalled, and certainly sort of deflated as well. The purpose of my program was precisely to edit binary in terms of the data elements described by a format. And in this case, these data elements came in all sort of bit lengths and alignments. This can be seen in the following RFC1951 excerpt, that describes the header of a compressed block:
Each block of compressed data begins with 3 header bits containing the following data:
first bit BFINAL next 2 bits BTYPENote that the header bits do not necessarily begin on a byte boundary, since a block does not necessarily occupy an integral number of bytes.
At this point I understood that my little language on the works would never be capable to describe the DEFLATE structures naturally: C-like bit-fields, masking and shifting, all based on byte-oriented containers and boundaries, would never provide the slickness I wanted for my editor. I mean, just use C and get done with it.
This pissed me off. Undoubtedly other formats and protocols would be impacted in a similar way. Even when most formats are byte oriented, what am I supposed to tell to the people hacking bit-oriented stuff? “Sorry pal, this is not supported, this program is not for you”? No way, I thought, not on my watch.
The obvious solution for the problem, is to be general. In this case, to express every offset and every memory size in bits instead of bytes. While this obviously gives the language maximum expressiveness power, and is ideal for expressing the few bit-oriented formats, it has the disadvantage of being very inconvenient for most situations.
To see how annoying this is, let’s revisit the little Data element we saw above. In a bit-oriented description language, we would need to write something like:
type BitData = struct { byte magic; byte count; byte dstart; byte[count] data @ dstart * 8; };
Yeah… exactly. The * and 8 keys in the keyboards of
the poke users would wear out very fast, not to mention their patience
as well. Also, should I provide both sizeof
and
bitsizeof
operators? Nasty.
I am very fond of the maxim “Never write a program you would never use yourself”5, so I resigned myself to make GNU poke byte oriented, and to provide as many facilities for operating on bit-fields as possible.
Fortunately, I have smart friends…
During one of the Rabbit Herd’s Hacking Weekends6 I shared my frustration and struggle with the other rabbits, and we came to realize that offsets and data sizes in Poke should not be pure magnitudes or mere integer values: they should be united. They should have units.
It makes full sense when you come to think about it. For a program like poke, it is only natural to talk about different memory units, like bits, bytes, kilobytes, megabits, and so on. Bits and bytes are just two common units. Apart from allowing me to express values in different units, this approach also has other benefits as we will see shortly.
I’m really grateful to Bruno Haible, Luca Saiu and Nacho Gonzalez for putting me on the right track.
Next: Copying Bytes, Previous: Offsets and Sizes, Up: Basic Editing [Contents][Index]
We have mentioned already that files are not the only entities that
can be edited using poke. Remember the dot-command .file
that opened a file as an IO space?
(poke) .file foo.o The current IOS is now `./foo.o'. (poke) .info ios Id Type Mode Bias Size Name * #0 FILE rw 0x00000000#B 0x000004c8#B ./foo.o
Memory buffers can be created using a similar dot-command,
.mem
:
(poke) .mem foo The current IOS is now `*foo*'. (poke) .info ios Id Type Mode Bias Size Name * #1 MEMORY 0x00000000#B 0x00001000#B *foo* #0 FILE rw 0x00000000#B 0x000004c8#B ./foo.o
Note how the name of the buffer is built by prepending and appending
asterisks. Therefore, the name of the buffer created by the command
.mem foo
is *foo*
. Note also that the new buffer is
created with a default size of 0x1000 bytes, or 4096 bytes. The
contents of the buffer are zeroed:
(poke) dump 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000010: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000020: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000030: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000040: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000050: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000060: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000070: 0000 0000 0000 0000 0000 0000 0000 0000 ................
Memory buffer IO spaces grow automatically when a value is mapped beyond their current size. This is very useful when populating newly created buffers. However, for security reasons, there is a limit: the IO spaces are only allow to grow 4096 bytes at a time.
When it comes to map values, there is absolutely no difference between an IO space backed by a file and an IO space backed by a memory buffer. Exactly the same rules apply in both cases.
Next: Saving Buffers in Files, Previous: Buffers as IO Spaces, Up: Basic Editing [Contents][Index]
Memory buffer IO spaces are cheap, and they are often used as “scratch” areas.
Suppose for example we want to experiment with the ELF header of foo.o. We could open it in poke:
(poke) .file foo.o The current IOS is now `./foo.o'.
The header of an ELF file comprises the first 64 bytes in the file:
(poke) dump :size 64#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 7f45 4c46 0201 0100 0000 0000 0000 0000 .ELF............ 00000010: 0100 3e00 0100 0000 0000 0000 0000 0000 ..>............. 00000020: 0000 0000 0000 0000 0802 0000 0000 0000 ................ 00000030: 0000 0000 4000 0000 0000 4000 0b00 0a00 ..............
We know that as soon as we poke something on an IO space, the underlying file is immediately modified. So if we start playing with foo.o’s header, we may corrupt the file. We could of course make a copy of foo.o and work on the copy, but it is much better to create a memory IO space and copy the ELF header there:
(poke) .mem scratch The current IOS is now `*scratch*'. (poke) copy :from_ios 0 :from 0#B :size 64#B (poke) dump :size 64#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 7f45 4c46 0201 0100 0000 0000 0000 0000 .ELF............ 00000010: 0100 3e00 0100 0000 0000 0000 0000 0000 ..>............. 00000020: 0000 0000 0000 0000 0802 0000 0000 0000 ................ 00000030: 0000 0000 4000 0000 0000 4000 0b00 0a00 ..............
The command copy
above copies 64 bytes starting at byte 0
from the IO with id 0 (the file foo.o) to the current IO space
(the buffer *scratch*
).
Once we are done working with the copy of the ELF header, and satisfied, we can copy it back to the file and close the memory IO space:
(poke) copy :from 0#B :size 64#B :to_ios 0 (poke) .close The current IOS is now `./foo.o'.
Note how the command arguments :from_ios
and :to_ios
are
assumed to be the current IO space if they are not explicitly
specified in the command invocation. For detailed information on the
copy
command, see copy.
Next: Character Sets, Previous: Copying Bytes, Up: Basic Editing [Contents][Index]
Another useful command when working with buffer IO spaces (and in
general, with any IO space) is save
. Let’s say we want to
save a copy of the header of an ELF file in another file. We could do
it the pokeish way:
$ poke foo.o […] (poke) save :from 0#B :size 64#B :file "header.dat"
The command above saves the first 64 bytes in the current IO space (which is backed by the file foo.o) into a new file header.dat in the current working directory.
Let’s now consider again the scenario where we are using a memory IO space as a scratch area. It is late in the night and we are tired, so we would like to save the contents of the scratch buffer to a file, so we can continue our work tomorrow. This is how we would do that:
(poke) .info ios Id Type Mode Bias Size Name * #1 MEMORY 0x00000000#B 0x00001000#B *scratch* #0 FILE rw 0x00000000#B 0x000f4241#B ./foo.o (poke) save :from 0#B :size iosize (1) :file "scratch.dat"
Here we used the built-in function iosize
, that given an IO
space identifier returns its size.
Next: From Bytes to Characters, Previous: Saving Buffers in Files, Up: Basic Editing [Contents][Index]
Computers understand text as a sequence of codes, which are numbers identifying some particular character. A character can represent things like letters, digits, ideograms, word separators, religious symbols, etc. Collections of character codes are called character sets.
Some character sets try to cover one or a few similar written languages. This is the case of ASCII and ISO Latin-1, for example. These character sets are small, i.e. just a few hundred codes.
Other character sets are much more ambitious. This is the case of Unicode, that tries to cover the entire totality of human languages in the globe, including the fictitious ones, like klingon. Unicode is a really big character set.
In order to store character codes in a computer’s memory, or a file, we need to encode each character code in one or more bytes. The number of bytes needed to encode a given character code depends on the range of codes in the containing set.
ASCII, for example, defines 128 character codes: a single byte is enough to encode every possible ASCII character. It is very easy to encode ASCII.
Unicode, on the contrary, defines many thousand of character codes,
and has room for many more: we would need 31 bits in order to encode
any conceivable Unicode character code. However, it would be wasteful
to use that many bits per character: most used character codes tend to
be in lower regions of the code space. For example, the code
corresponding to the Latin letter 'a'
is a fairly small number,
whereas the codes corresponding to the Klingon alphabet are really big
numbers. Consequently, some systems opt to just encode a subset of
Unicode, like the first 16 bits of the Unicode space, which is called
the Basic Multilingual Plane, and contains all the characters that
most people will ever need. There are also variable-length encodings
of Unicode, that try to use as less bytes as possible to encode any
given code. A particularly clever encoding of Unicode, designed by
Rob Pike, is backwards compatible with the ASCII encoding, i.e. it
encodes all the ASCII codes in one byte each, and the values of these
byte are the same than in ASCII. This clever encoding is called
UTF-8.
Next: ASCII Strings, Previous: Character Sets, Up: Basic Editing [Contents][Index]
poke has built-in support for ASCII, and its simple encoding: each ASCII code is encoded using one byte. Let’s see:
(poke) 'a' 0x61UB
We presented poke with the character a
, and it answered with
its corresponding code in the ASCII character set, which is 0x61. In
fact, ’a’ and 0x61UB are just two ways to write exactly the same byte
value in poke:
(poke) 'a' == 0x61UB 1 (poke) 'a' + 1 0x62U
In order to make this more explicit, poke provides yet another synonym
for the type specifier uint<8>
: char
.
When working with characters it is very useful to have some acquaintance of the ASCII character set, which is designed in a very clever way with the goal of easing certain code calculations. See Table of ASCII Codes for a table of ASCII codes in different numeration bases.
Consider for example the problem of determining whether a byte we map from an IO space is a digit. Looking at the ASCI table, we observe that digits all have consecutive codes, so we can do:
(poke) var b = byte @ 23#B (poke) b >= '0' && b <= '9' 1
Now that we know that b
is a digit, how could we calculate its
digit value? If we look at the ASCII table again, we will find that
the character codes for digits are not only consecutive: they are also
ordered in ascending order 0
, 1
, … Therefore, we can
do:
(poke) b 0x37UB (poke) b - '0' 7UB
b
contains the ASCII code 0x37UB, which corresponds to the
character 7
, which is a digit.
How would we check whether b
is a letter? Looking at the ASCII
table, we find that lower-case letters are encoded consecutively, and
the same applies to upper-case letters. This leads to repeat the
trick again:
(poke) (b >= 'a' && b <= 'z') || (b >= 'A' && b <= 'Z') 0
Not all ASCII code are printable using the glyph that are usually supported in terminals. If you look at the table in Table of ASCII Codes, you will find codes for characters described as “start of text”, “vertical tab”, and so on.
These character codes, which are commonly known as non-printable characters, can be represented in poke using its octal code:
(poke) '\002' 0x2UB
This is of course no different than using 2UB
directly, but in
some contexts the “character like” notation may be desirable, to
stress the fact that the byte value is used as an ASCII character.
Some of the non-printable characters also have alternative notations. This includes new-line and horizontal tab:
(poke) '\n' 0xaUB (poke) '\t' 0x9UB
These \
constructions in character literals are called
escape sequences. See Characters for a complete list of
allowed escapes in character literals.
Next: From Strings to Characters, Previous: From Bytes to Characters, Up: Basic Editing [Contents][Index]
Now that we know how to manipulate ASCII codes in poke, we may wonder how can we combine them to conform words or, more generally, strings of ASCII characters.
GNU poke has support for native ASCII string values. The characters
conforming the string are written between "
and "
characters, like in:
(poke) "word" "word"
Note, and this is important, that string values are as atomic as
integer values: they are not really composite values. The fact that
"word"
contains an r
at position 3 is like the fact that
the value 123
contains a digit 2
at position 2.
Like in character literals, poke strings support several escape sequences that help to denote non-printed characters, such as new lines and horizontal tabs. See String Literals.
Let’s start with a fresh memory buffer IOS *scratch*
:
(poke) .mem scratch The current IOS is now `*scratch*'. (poke) dump :size 48#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000010: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000020: 0000 0000 0000 0000 0000 0000 0000 0000 ................
If we wanted to, somehow, store the word word
in this IO space,
encoded in ASCII, we could proceed as:
(poke) char @ 0x12#B = 'w' (poke) char @ 0x13#B = 'o' (poke) char @ 0x14#B = 'r' (poke) char @ 0x15#B = 'd' (poke) dump :size 48#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000010: 0000 776f 7264 0000 0000 0000 0000 0000 ..word.......... 00000020: 0000 0000 0000 0000 0000 0000 0000 0000 ................
This worked. The ASCII part of the dump
output, which
interprets the bytes as ASCII, clearly shows the word word
at
the offset where we poked the character values. However, we can do
better: string values can be mapped themselves.
String values use the type specifier string
. As any other kind
of value in poke, they can be mapped from an IO space:
(poke) string @ 0x12#B "word"
Clearly that is the string resulting from the concatenation of the character values that we poked before.
The question now is: how did poke know that the last character of the
string was the d
at offset 0x15#B? The fact the character code
0 (also known as the NULL character) at offset 0x16#B is
non-printable, doesn’t imply it is not part of the ASCII character
set. Clearly, we have to pick an ASCII code and reserve it to mark
the end of strings. Like the C programming language, and countless
formats and systems do, poke uses the NULL character to delimit
strings.
Now consider this:
(poke) "word"'length 4UL (poke) "word"'size 40UL#b
Using the length
and size
attributes, poke tells us that
the length of the string "word"
is 4 characters, but the size
of the string value is 40 bits, or 5 bytes. Why this discrepancy?
The size
value attribute tells how much storage space a given
value required once mapped to an IO space, and in the case of strings
it should count the space occupied by the terminating NULL character.
Poking string values on the IO space is as straightforward as poking integers:
(poke) string @ 0x22#B = "WORD" (poke) dump :size 48#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000010: 0000 776f 7264 0000 0000 0000 0000 0000 ..word.......... 00000020: 0000 574f 5244 0000 0000 0000 0000 0000 ..WORD..........
Strings can be concatenated using the string-concatenation +
operators:
(poke) "foo" + "bar" "foobar"
The string resulting from the operation above has length 6 characters,
and size 7 bytes. The terminating NULL character of "foo"
is
lost in the operation. This is easily seen:
(poke) "foo"'size + "bar"'size 0x40UL#b (poke) ("foo" + "bar")'size 0x38UL#b
The string concatenation operator requires two strings. Therefore, if we wanted to append a character to a string, we would get an error:
(poke) "Putin" + 'a' <stdin>:1:1: error: invalid operands in expression "Putin" + 'a'; ^~~~~~~~~~~~~
It is possible to transform a character value (i.e. a byte value) into a string composed of that character using a cast:
(poke) 'a' as string "a"
Using that cast, we can now append:
(poke) "Putin" + 'a' as string "Putina"
Next: Strings are not Arrays, Previous: ASCII Strings, Up: Basic Editing [Contents][Index]
Despite being atomic values, poke strings can be indexed in order to retrieve individual characters:
(poke) "word"[2] 0x72UB
Note how the indexing is zero-based, i.e. the first position in the
string is referred as [0]
, the second position with [1]
,
and so on.
If you specify a negative index, or an index that is too big, you will get an error:
(poke) "word"[-1] <stdin>:1:8: error: index is out of bounds of string "word"[-1]; ^ (poke) "word"[5] <stdin>:1:8: error: index is out of bounds of string "word"[5]; ^
Previous: From Strings to Characters, Up: Basic Editing [Contents][Index]
Arrays are collections of homogeneous data organized in a sequence.
We have already seen (briefly) arrays of bytes, which use the type
specifier byte[]
.
Similarly, it is possible to arrange characters (which are basically little numbers) in an array, like in:
(poke) ['a','b','c'] [0x61UB,0x62UB,0x63UB]
However, the array above is not equivalent to the string
"abc"
. The later is a simple value, whereas an array is a
composite value, and also is implicitly terminated with a NULL
character, i.e. a 0 byte.
The Poke standard library provides a couple of utility functions to
convert between string values and character arrays: catos
and
stoca
.
catos
gets an array of characters and returns an equivalent
string. For example:
(poke) catos (['a','b','c']) "abc"
stoca
gets a string and an array and sets the element of the
array to the characters composing the string. For example:
(poke) var a = char[3]() (poke) stoca ("abc", a) (poke) a [0x61UB,0x62UB,0x63UB]
Next: Maps and Map-files, Previous: Basic Editing, Up: Top [Contents][Index]
In the previous chapter we learned how to manipulate pre-defined entities like bytes, integers and strings. One of the big points of poke, however, is that it allows you to define your own data abstractions, and to operate in term of them. This is achieved by defining data structures.
• The SBM Format: | The Stupid BitMap Format | |
• Poking a SBM Image: | A need for abstraction. | |
• Modifying SBM Images: | Modifying existing data. | |
• Defining Types: | Abstracting data structures. | |
• Pickles: | Pickling useful abstractions. | |
• Poking Structs: | Abstracting heterogeneous data. | |
• How Structs are Built: | How poke builds struct values. | |
• Variables in Structs: | ||
• Functions in Structs: | ||
• Struct Methods: | Operations provided by built structs. | |
• Padding and Alignment: | Reserved fields, payloads and more. | |
• Dealing with Alternatives: | Conditional decoding. | |
• Structured Integers: | Structs that are stored like integers. | |
• Working with Incorrect Data: | Non-strict mapping to the rescue. |
Next: Poking a SBM Image, Up: Structuring Data [Contents][Index]
There are two main ways to store two-dimensional images in computers.
One is to explicitly store the different pixels that compose the image. In these bitmaps, the pixels are arranged sequentially and implicitly organized into lines. A header typically provides information to determine how many pixels fit in each line:
<--- line_width ---> | pixel | pixel | … | pixel | pixel | … | … | line 1 | line 2 |
Several properties have to be encoded for each pixel, depending on the sophistication of the image: for monochrome images each pixel can be just either switched on or off, so a single bit could be used to encode each pixel (this is the origin of the term “bitmap”). When color is added, a bit is no longer sufficient: the color of the pixel shall be encoded in some way, typically using a color schema such as RGB, that requires triplet of little integers to be encoded. If transparency is to be supported, the degree of transparency of the pixel shall also be encoded somehow.
The other way to store an image is to store a functional description of the “painted” parts of the image. This functional description usually contains instructions like “paint a line of thickness 1 and color red from the coordinate 10,20 to coordinate 10,40”. Once executed with certain parameters (like the desired resolution) the functional description generates a bitmap. Image formats using this approach are commonly known as vectorial formats.
When it comes to bitmaps, there are a plethora of different formats out there (bmp, jpg, png) competing in terms of capabilities such as higher color depths, better resolution, support for transparency (alpha channels), higher compression level, and the like. These capabilities greatly complicate these formats, but ultimately any bitmap can be reduced to a sequence of pixels, which can be further structured in terms of lines.
We don’t know enough poke yet to handle the complications of these real-life bitmap formats, so in subsequent sections we introduce a very simple format for bitmaps, the Stupid BitMap format, or simply SBM, that we will use for learning purposes.
But please do not feel disappointed: later in this book, when we become more proficient pokers, we will be messing with these shiny complex formats as well :)
A SBM file starts with a header that contains a “magic number” composed of the three bytes ’S’ (0x53UB), ’B’ (0x42UB) and ’M’ (0x4dUB). The next two bytes indicate the number of pixels per line, and the number of lines, respectively. In summary:
SBM header +-------+-------+-------+-------+-------+ | 'S' | 'B' | 'M' | ppl | lines | +-------+-------+-------+-------+-------+ byte0 byte1 byte2 byte3 byte4
Here ppl
stands for pixels-per-line. The encoding of these
fields implies that the bigger image that can be encoded in SBM has
dimensions 255x255.
Albeit stupid, SBM is a colorful format. It supports more than a million colors, encoding each color in what is known as RGB24. In RGB24, each color is encoded using three little integers, specifying the amount of red, green and blue that, added together, compose the color.
The name RGB24 comes from the fact that each color is encoded using three bytes, or 24 bits. Therefore, each pixel in a SBM image is encoded using three consecutive bytes:
SBM pixel +-------+-------+-------+ | Red | Green | Blue | +-------+-------+-------+ byte0 byte1 byte2
Each byte in this encoding determines the amount of the base color (red, green or blue) that compose the color. We will talk more about these components later.
Next: Modifying SBM Images, Previous: The SBM Format, Up: Structuring Data [Contents][Index]
Let’s compose our first SBM image, using poke. The image we want to
encode is the very simple rendering of the letter P
shown in
the figure below.
| 0 | 1 | 2 | 3 | 4 | +---+---+---+---+---+ 0 | | * | * | | | 1 | | * | | * | | 2 | | * | | * | | 3 | | * | * | | | 4 | | * | | | | 5 | | * | | | | 6 | | * | | | |
The image has seven lines, and there are five pixels per line, i.e. the dimension of the image in pixels is 5x7. Also, the pixels denoted by asterisks are red, whereas the pixels denoted with empty spaces are white. In other words, our image uses a red foreground over a white background. The “painted” pixels are called foreground pixels, the non painted pixels are called background pixels.
The first thing we need is some suitable IO space where to encode the image. Let’s fire up poke and create a memory buffer:
$ poke […] (poke) .mem image The current IOS is now `*image*'. (poke) dump 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000010: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000020: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000030: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000040: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000050: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000060: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000070: 0000 0000 0000 0000 0000 0000 0000 0000 ................
Freshly created memory IO spaces are 4096 bytes long, and that’s big enough for our little image. If we wanted to work with more data, remember that memory IO spaces will grow automagically when poked past their size.
The first three bytes of the header of a SBM file contains the magic number that identifies the file as a SBM bitmap. We can poke these bytes very easily:
(poke) byte @ 0#B = 'S' (poke) byte @ 1#B = 'B' (poke) byte @ 2#B = 'M'
The next couple of bytes encode the dimensions of the bitmap, in this case 5x7:
(poke) byte @ 3#B = 5 (poke) byte @ 4#B = 7
There is something worth noting in this last mapping. Even tough we
were poking bytes (passing the byte
type specifier to the map
operators) we specified the 32-bit signed integers 5
and
7
instead of 5UB
and 7UB
. When poke finds a
situation like this, where certain kind of integers are expected but
other kind are provided, it converts the value from the provided type
to the expected type. This conversion may result in truncation (think
about converting, say 0xfff to an unsigned byte, whose maximum
possible value is 0xff) but certainly not in the case at hands.
The final header looks like:
(poke) dump :size 16#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 5342 4d05 0800 0000 0000 0000 0000 0000 SBM.............
Now that we have written a SBM header, we have to encode the sequence of pixels composing the image.
Recall that every pixel is encoded using three bytes, that conform a
RGB24 color. We have two kinds of pixels in our image: white pixels,
and red pixels. In RGB24 white is encoded as (255,255,255)
.
Pure red is encoded as (255,0,0)
, but to make things more
interesting we will be using a nicer tomato-like red
(255,99,71)
.
Therefore, poking a white pixel at some offset offset would involve the following operations:
(poke) byte @ offset = 255 (poke) byte @ offset+1#B = 255 (poke) byte @ offset+2#B = 255
Likewise, the operations to poke a tomato pixel would look like:
(poke) byte @ offset = 255 (poke) byte @ offset+1#B = 99 (poke) byte @ offset+2#B = 71
To ease things a bit, we can define variables with the color components for both foreground and background pixels:
(poke) var bg1 = 255 (poke) var bg2 = 255 (poke) var bg3 = 255 (poke) var fg1 = 255 (poke) var fg2 = 99 (poke) var fg3 = 71
Then to poke a foreground pixel would involve doing:
(poke) byte @ offset = fg1 (poke) byte @ offset+1#B = fg2 (poke) byte @ offset+2#B = fg3
At this point, you may feel that the perspective of mapping the pixels of our image is not very appealing, considering we have 5x7 = 35 pixels in our image. We will need to poke 35 * 3 = 105 bytes. We may feel tempted to, somehow, use a bigger integer to “encapsulate” the bytes. Using the bit-concatenation operator, we could do something like:
(poke) var bg = 255UB::255UB::255UB (poke) var fg = 255UB::99UB::71UB (poke) bg (uint<24>) 0xffffff (poke) fg (uint<24>) 0xff6347
This encodes each color with a 24-bit unsigned integer. When looking
at the hexadecimal values of bg
and fg
above, note that
0xff = 255, 0x63 = 99 and 0x47 = 71. Each byte seems to be in the
right position in the 24-bit containing number. Now, poking a pixel
at some given offset should be as easy as issuing just
one map operation, right? Let’s see, using some arbitrary offset 10#B:
(poke) uint<24> @ 10#B = fg (poke) dump :from 10#B :size 4#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 0000000a: 4763 ff00 Gc..
If your current endianness is little (i.e. you are running on a x86 system or similar) you will get the dump above. The bytes are reversed, and consequently the resulting pixel has the wrong color. Our little trick didn’t work :(
So are we doomed to poke three bytes for each pixel we want to poke in our image? No, not really. The Poke language provides a construction oriented to alleviate cases like this, where several similar elements are to be “encapsulated” in a container. These constructions are called arrays.
Using array values, we can define the foreground and background colors like this:
(poke) var bga = [255UB, 255UB, 255UB] (poke) var fga = [255UB, 99UB, 71UB]
All the elements on an array should be of the same kind, i.e. of the same type. Therefore, this is not allowed:
(poke) [1,"foo"] <stdin>:1:1: error: array initializers should be of the same type [1,"foo"]; ^~~~~~~~~
Given an array value, it is possible to query for the number of values
contained in it (called elements) by using the 'length
value attribute. For example:
(poke) bga'length 3UL
Tells us that the array value stored in the variable bga
has
three elements.
How can we poke an array value? We know that the map operator accepts
two operands: a type specifier and the value to map. The type
specifier of an array of three bytes is denoted as byte[3]
.
Therefore, we can again try to poke a foreground pixel at offset 10#B,
this time using fga
:
(poke) byte[3] @ 10#B = fga (poke) dump :from 10#B :size 4#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 0000000a: ff63 4700 .cG.
This time, the bytes were written in the right order. This is because array elements are always written using their “written” ordering, with no mind to endianness. We can also map a pixel from a given offset:
(poke) byte[3] @ 10#B [255UB,99UB,71UB]
At this point, we could encode the 40 pixels composing the image, by
issuing the same number of pokes of byte[3]
arrays. However,
we can simplify the task even further.
Our pixels are arrays of bytes, denoted by the type specifier
byte[3]
. Similarly, we could conceive arrays of 32-bit signed
integers, denoted by int[3]
, or arrays of bits, denoted by
uint<1>[3]
. But, is it possible to have arrays of other
arrays? Yes, it is:
(poke) [[1,2],[3,4]]
The value above is an array of two arrays of two integers each. If we
wanted to map such an array, what would be the type specifier we would
need to use? It would be int[2][2]
, which should be read from
right-to-left as “array of two arrays of two integers”. Let’s map
one from an arbitrary offset in our IO space:
(poke) int[2][2] @ 100#B [[0,0],[0,0]]
Consider again the sequence of pixels composing the image. Using the information we have in the SBM header, we can group the pixels in the sequence into “lines”. In our example image, each line contains 5 pixels. It would be natural to express each line as a sequence of pixels. The first line in our image would be:
(poke) var l0 = [bga,fga,fga,bga,bga] (poke) l0 [[255UB,255UB,255UB],[255UB,99UB,71UB],…]
Let’s complete the image lines:
(poke) var l0 = [bga,fga,bga,fga,bga] (poke) var l1 = [bga,fga,bga,fga,bga] (poke) var l2 = [bga,fga,fga,bga,bga] (poke) var l3 = [bga,fga,bga,bga,bga] (poke) var l4 = l3 (poke) var l5 = l4
Note how we exploited the fact that the three last lines of our image are identical, to avoid to write the same array thrice. Array values can be assigned, and in general manipulated, like any other kind of value, such as integers or strings.
At this point, we could poke the pixels line-by-line. What would be
the type specifier for a line? A line is an array of five arrays of
3 bytes each, so the type specifier would be byte[3][5]
. Let’s
do that:
(poke) byte[3][5] @ 5#B = l0 (poke) byte[3][5] @ 10#B = l1 (poke) byte[3][5] @ 15#B = l2 (poke) byte[3][5] @ 20#B = l3 (poke) byte[3][5] @ 25#B = l4 (poke) byte[3][5] @ 30#B = l5 (poke) byte[3][5] @ 35#B = l6
Not bad, we went from poking 105 bytes in the IO space to poking six lines. But we can still do better…
When we poked the lines at the end of the previous section, we had to increase the offset in every map operation. This is inconvenient.
In the same way that a sequence of bytes can be abstracted in a line, a sequence of lines can be abstracted in an image. It follows that we can look at the image data as an array of lines. But lines are themselves arrays of arrays… no matter, there is no limit on the number of arrays-of levels that you can nest.
So, let’s define our image as an array of the lines defined above:
(poke) var image_data = [l0,l1,l2,l3,l4,l5] (poke) image_data [[[255UB,255UB,255UB],[255UB,99UB,71UB],[255UB,99UB,71UB]…]…]
What would be the type specifier for an image? It would be an array
of seven arrays of five arrays of three bytes each, in other words
byte[3][5][7]
. Let’s poke the pixels:
(poke) byte[3][5][6] @ 5#B = image_data
This is an example of how abstraction can simplify the handling of binary data: we switched from manipulating bytes to manipulate higher abstractions such as colors, lines and images. We achieved that by structuring the data in a way that reflects these abstractions. That’s the way of the Poker.
Now that we have completed the SBM image in our buffer *image*
,
it is time to save it to disk. For that, we can use the
save
command we are already familiar with.
We know that the SBM image starts at offset 0#B, but what is the size of its entire binary representation? The header is easy: it spans for 5 bytes. The size of the sequence of pixels can be derived from the pixels per line byte, and the number of lines byte. We know that each pixel occupies 3 bytes, so calculating…
(poke) var ppl = byte @ 3#B (poke) var lines = byte @ 4#B (poke) save :from 0#B :size 5#B + ppl#B * lines#B :file "p.sbm"
Note how we expressed “ppl bytes” as ppl#B
, and “lines
bytes” as lines#B
. This is the same than expressing “10
bytes” as 10#B
. We will talk more about these united values
later.
There is another way of getting the size of the stream of pixels.
Recall that we have the entire set of pixels, structured as lines,
stored in the variable image_data
. Given an array, it is
possible to query for its size using the 'size
attribute:
(poke) .set obase 10 (poke) [1,2,3]'size 96UL#b
The above indicates that the size of the array of the three integers 1, 2 and 3 is 96 bits. Using that attribute, we can also obtain the size of the pixels in the image:
(poke) image_data'size 720UL#b
And we can use it in the save command:
(poke) save :from 0#B :size 5#B + image_data'size :file "p.sbm"
Using either strategy, at this point a file named p.sbm should have been written in the current working directory, containing our “P is for poke” image. Keep that file around, because we will be poking it further!
Next: Defining Types, Previous: Poking a SBM Image, Up: Structuring Data [Contents][Index]
Let’s open with poke the cute image we created in the last section, p.sbm:
$ poke p.sbm […] (poke) dump 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 5342 4d05 07ff ffff ff63 47ff 6347 ffff SBM......cG.cG.. 00000010: ffff ffff ffff ffff 6347 ffff ffff 6347 ........cG....cG 00000020: ffff ffff ffff ff63 47ff ffff ff63 47ff .......cG....cG. 00000030: ffff ffff ffff 6347 ff63 47ff ffff ffff ......cG.cG..... 00000040: ffff ffff ff63 47ff ffff ffff ffff ffff .....cG......... 00000050: ffff ffff 6347 ffff ffff ffff ffff ffff ....cG.......... 00000060: ffff ff63 47ff ffff ffff ffff ffff ...cG.........
You can see the P
in the ASCII column, right? If it wasn’t for
the header, it would be pictured almost straight. This is because dump
shows 16 bytes per row, and our image has lines that are 15 bytes
long. This is a happy coincidence: you definitely shouldn’t expect to
see ASCII art in the dump output of SBM files in general! :)
Now let’s read the image’s metadata from the header: pixels per line and how many lines are contained in the image:
(poke) var ppl = byte @ 3#B (poke) ppl 5UB (poke) var lines = byte @ 4#B (poke) lines 7UB
All right, our image is 7x5. Knowing that each pixel occupies three
bytes, and that each line contains ppl
pixels, and that we have
lines
lines, we can map the entire image data using an array
type specifier:
(poke) var image_data = byte[3][ppl][lines] @ 5#B (poke) image_data [[[255UB,255UB,255UB],[255UB,99UB,71UB], …]…]
The “P is for poke” slogan was so successful and widely appraised
that the recutils7 chaps wanted
to do a similar campaign “R is for recutils”. For that purpose,
they asked us for a tomato-colored SBM image with an R
in it.
Our creative department got at it, and after a lot of work they came with the following design:
| 0 | 1 | 2 | 3 | 4 | +---+---+---+---+---+ 0 | | * | * | | | 1 | | * | | * | | 2 | | * | | * | | 3 | | * | * | | | 4 | | * | * | | | 5 | | * | | * | | 6 | | * | | * | |
Observe that this design really looks like our P
(so much for a
creative department). The bitmap has exactly the same dimensions, and
difference are just three pixels, that pass from being background
pixels to foreground pixels.
Therefore, it makes sense to read our p.sbm and use it as a base, completing the missing pixels. We saw in the last section how to read a SBM image. This time, however, we will copy the image first to a memory IO space to avoid overwriting p.sbm:
$ poke p.sbm […] (poke) .mem scratch The current IOS is now `*scratch*'. (poke) .info ios Id Type Mode Bias Size Name * #1 MEMORY 0x00000000#B 0x00001000#B *scratch* #0 FILE rw 0x00000000#B 0x0000006e#B ./p.sbm (poke) copy :from_ios 0 :from 0#B :to 0#B :size iosize (0) (poke) dump 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 5342 4d05 07ff ffff ff63 47ff 6347 ffff SBM......cG.cG.. 00000010: ffff ffff ffff ffff 6347 ffff ffff 6347 ........cG....cG 00000020: ffff ffff ffff ff63 47ff ffff ff63 47ff .......cG....cG. 00000030: ffff ffff ffff 6347 ff63 47ff ffff ffff ......cG.cG..... 00000040: ffff ffff ff63 47ff ffff ffff ffff ffff .....cG......... 00000050: ffff ffff 6347 ffff ffff ffff ffff ffff ....cG.......... 00000060: ffff ff63 47ff ffff ffff ffff ffff 0000 ...cG........... 00000070: 0000 0000 0000 0000 0000 0000 0000 0000 ................
Good. Now let’s map the contents of the image, both header information and the sequence of pixels:
(poke) var ppl = byte @ 3#B (poke) var lines = byte @ 4#B (poke) var image_data = byte[3][ppl][lines] @ 5#B
Let’s modify the image. Since the dimensions of the new image are
exactly the same, the header remains the same. It is the pixel
sequence that is different. We basically need to turn the pixels at
coordinates (4,2)
, (5,3)
and (6,3)
from
background pixels to foreground pixels.
Remember how we would change the value of some integer in the IO space? First, we would map it into a variable, change the value, and then poke it back to the IO space. Something like this:
(poke) var n = int @ offset (poke) n = n + 1 (poke) int @ offset = n
This three-steps process is necessary because in the n = n + 1
above we are modifying the value of the variable n
, not the
integer actually stored at offset offset in the current IO
space. Therefore we have to explicitly poke it back if we want the IO
space to be updated as well.
Array values (and, as we shall see, other “composited” values) are different: when they are the result of the application of the map operator, the resulting values are mapped themselves.
When a Poke value is mapped, updating their elements have a side effect: the area corresponding to the updated element, in whatever IO space it is mapped on, is updated as well!
Why is this? The map operator, regardless of the kind of value it is mapping, always returns a copy of the value found stored in the IO space. We already saw how this worked with integers. However, in Poke values are copied around using a mechanism called “shared value”. This means that when a composite value like an array is copied, its elements are shared by both the original value and the new value.
We can depict this graphically for better understanding. A Poke array like:
(poke) var a = [1,2,3]
is stored in memory like this:
+---+---+---+ a | 1 | 2 | 3 | +---+---+---+
If we make a copy of the array in another variable b
:
(poke) var b = a
we get
+---+---+---+ +---+---+---+ a | 1 | 2 | 3 | b | 1 | 2 | 3 | +---+---+---+ +---+---+---+
Note how each of the integer elements has been copied to the new value. The resulting two arrays can then be modified independently:
(poke) a[1] = 5
resulting in:
+---+---+---+ +---+---+---+ a | 1 | 5 | 3 | b | 1 | 2 | 3 | +---+---+---+ +---+---+---+
However, consider the following array whose elements are also arrays:
(poke) var a = [[1,2],[3,4],[5,6]]
This array is stored in memory like this:
+---+---+---+ a | | | | +---+---+---+ | | | +---+---+ | | +---| 5 | 6 | | | +---+---+ | | | | +---+---+ | +-------| 3 | 4 | | +---+---+ | | +---+---+ +-----------| 1 | 2 | +---+---+
If now we make a copy of the same array into another variable
b
:
(poke) var b = a
The elements of the array are copied “by shared value”, i.e.
+---+---+---+ +---+---+---+ a | | | | b | | | | +---+---+---+ +---+---+---+ | | | +---+---+ | | | | | +---| 5 | 6 |---+ | | | | +---+---+ | | | | | | | | +---+---+ | | | +-------| 3 | 4 |-------+ | | +---+---+ | | | | +---+---+ | +-----------| 1 | 2 |-----------+ +---+---+
The elements are indeed shared between the original array and the copy! If now we modify any of the shared values, this will be reflected in both containing values:
(poke) a[1][1] = 9 (poke) a [[1,2],[3,9],[5,6]] (poke) b [[1,2],[3,9],[5,6]]
or graphically:
+---+---+---+ +---+---+---+ a | | | | b | | | | +---+---+---+ +---+---+---+ | | | +---+---+ | | | | | +---| 5 | 6 |---+ | | | | +---+---+ | | | | | | | | +---+---+ | | | +-------| 3 | 9 |-------+ | | +---+---+ | | | | +---+---+ | +-----------| 1 | 2 |-----------+ +---+---+
Back to our image, it follows that if we wanted to change the color of some SBM pixel stored at offset offset, we would do this:
(poke) var a = byte[3] @ offset (poke) a[1] = 10
There is no need to poke the array back explicitly: the side effect of
assigning 10 to a[1] is that the byte at offset offset+1
is poked.
Generally speaking, mapped values can be handled in exactly the same
way than non-mapped values. This is actually a very central concept
in poke. However, it is possible to check whether a given value is
mapped or not using the 'mapped
attribute.
As we said, simple values such as integers and strings are never
mapped, regardless of where they come from. Both ppl
and
lines
are integers, therefore:
(poke) ppl'mapped 0 (poke) lines'mapped 0
However, image_data
is an array that was the result of the
application of a map operator, so:
(poke) image_data'mapped 1
When a value is mapped, you can ask for the offset where it is mapped,
and the IO space where it is mapped, using the attributes
'offset
and 'ios
respectively. Therefore:
(poke) image_data'ios 1 (poke) image_data'offset 40UL#b
In other words, image_data
is mapped in the IO space with id 1
(the *scratch*
buffer) at offset 40 bits, or 5 bytes. We
already knew that, because we mapped the image data ourselves, but in
other situations these attributes are most useful. We shall see how
later.
Well, at this point it should be clear how to paint pixels. First, let’s define our background and foreground pixels:
(poke) var bga = [255UB, 255UB, 255UB] (poke) var fga = [255UB, 99UB, 71UB]
Then, we just update the pixels in the image data using the right coordinates:
(poke) image_data[4][2] = fga (poke) image_data[5][3] = fga (poke) image_data[6][3] = fga (poke) dump 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 5342 4d05 07ff ffff ff63 47ff 6347 ffff SBM......cG.cG.. 00000010: ffff ffff ffff ffff 6347 ffff ffff 6347 ........cG....cG 00000020: ffff ffff ffff ff63 47ff ffff ff63 47ff .......cG....cG. 00000030: ffff ffff ffff 6347 ff63 47ff ffff ffff ......cG.cG..... 00000040: ffff ffff ff63 47ff 6347 ffff ffff ffff .....cG.cG...... 00000050: ffff ffff 6347 ffff ffff 6347 ffff ffff ....cG....cG.... 00000060: ffff ff63 47ff ffff ff63 47ff ffff 0000 ...cG....cG..... 00000070: 0000 0000 0000 0000 0000 0000 0000 0000 ................
Looking at our new image, we realize that the first and the last column are all background pixels. We are aware that the recutils project is always short of resources, so we would like to modify the image to remove these columns, cropping it so it looks like this:
| 0 | 1 | 2 | +---+---+---+ 0 | * | * | | 1 | * | | * | 2 | * | | * | 3 | * | * | | 4 | * | * | | 5 | * | | * | 6 | * | | * |
In order to perform this operation we need to rework the stream of pixels to reflect the desired result, and then to update the header metadata accordingly.
Let’s think in term of lines. In the original image, each line has 5 pixels, that we can enumerate as:
+----+----+----+----+----+ line | p0 | p1 | p2 | p3 | p4 | +----+----+----+----+----+
What we want is to crop out the first and the last column, so the resulting line would look like:
+----+----+----+ line | p1 | p2 | p3 | +----+----+----+
Let’s get the first line from the original image_data
:
(poke) var l0 = image_data[0] (poke) l0 [[255UB,255UB,255UB],[255UB,99UB,71UB],…]
We could create the corresponding cropped line, by doing something like this:
(poke) var cl0 = [l0[1],l0[2],l0[3]]
And the same for the other lines. However, Poke provides a better way
to easily obtain sub portions of arrays. It is called trimming.
Given an array like the line l0
, we can obtain the desired
portion of it by issuing:
(poke) l0[1:4] [[255UB,99UB,71UB],[255UB,99UB,71UB]]
Note how the limits of the semi-open interval specified in the trim reflect array indexes, and hence they are 0 based. Also, the left limit is closed and the right limit is open. The result of an array trimming is always another array, which may be empty:
(poke) l0[1:3] [[255UB,99UB,71UB]]
Armed with this new operation, we can very easily mount the sequence of pixels for our cropped image:
(poke) var l0 = image_data[0] (poke) var l1 = image_data[1] (poke) var l2 = image_data[2] (poke) var l3 = image_data[3] (poke) var l4 = image_data[4] (poke) var l5 = image_data[5]
And then update the lines in the mapped image data:
(poke) image_data[0] = l0[1:4] (poke) image_data[0] = l1[1:4] (poke) image_data[1] = l2[1:4] (poke) image_data[2] = l3[1:4] (poke) image_data[3] = l4[1:4] (poke) image_data[4] = l5[1:4]
The last step is to update the header to reflect the new dimensions of the image:
(poke) byte[] @ 0#B = ['S','B','M'] (poke) byte @ 3#B = 3 (poke) byte @ 4#B = 7
And we are done. Note how this time we wrote the magic bytes as an
array, to save some typing and silly manual offset arithmetic. You
may have noticed that the type specifier we used this time in the map
is byte[]
instead of byte[3]
. This type specifier
denotes an array of any number of bytes, which certainly includes
arrays of three bytes, like in the example.
And finally, let’s write out the new file as r.sbm:
(poke) save :from 0#B :size 5#B + image_data'size :file "r.sbm"
Next: Pickles, Previous: Modifying SBM Images, Up: Structuring Data [Contents][Index]
During the process of creating and manipulating SBM files we soon started talking about things like lines, pixel sequences, pixels, colors, and so on. What is more, very naturally we started thinking in terms of these entities: let’s drop this or that line, or let’s change the green component of this pixel.
Consider for example RGB colors. We know that each color is defined by three levels of light: red, green and blue. These components are also called color beams. Since each color beam has a range of 0 to 255, many formats, like SBM, use bytes to encode them.
Therefore, in the previous sections we used the type specifier
byte
when we needed to map RGB color beams, like in:
(poke) byte[3] @ 5#B
Recall that the mapping operation above means “map three bytes at the offset 5 bytes in the current IO space”. But what we really want is to map color beams, not bytes!
Poke provides a way to assign names to type specifiers:
(poke) type RGB_Color_Beam = byte
The definition above tells poke that a RGB color beam is composed of a byte, i.e. an unsigned 8-bit integer. Any type specifier can be used at the right side of the assignment sign, and also names of already defined types. From this point on, we can map in terms of color beams:
(poke) RGB_Color_Beam[3] @ 5#B
Meaning “map three RGB color beams at the offset 5 in the current IO space”.
Once a type is defined, the name can be used anywhere where a type specifier is expected.
By the way, we mentioned many times how byte
is a synonym for
uint<8>
, int
is a synonym for int<32>
and so on.
These synonyms are actually result of type definitions that are in the
poke standard library. This library is loaded by poke at
startup time.
Since we didn’t know better, during our work with SBM images we had to remember how these entities were constructed from more simple entities such as bits and bytes, every time we needed to map them, or to poke them. For example, if we wanted to map a pixel at some particular offset, we had to issue the following command:
(poke) var pixel = byte[3] @ 5#B
Now that we made poke aware of what a RGB color beam is, we can rewrite the above as:
(poke) var pixel = RGB_Color_Beam[3] @ 5#B
This is better, but still adoleces from a big problem: what if at some point the SBM pixels get expanded to also have a transparency index, stored in a fourth byte? If that ever happens (and will happen later in this book) then we would need to remember it before issuing commands like:
(poke) var image_data = RGB_Color_Beam[4][ppl][lines] @ 5#B
To avoid this problem, we define yet another type, this time describing the structure of a SBM pixel:
(poke) type SBM_Pixel = RGB_Color_Beam[3]
And then we can define image_data
as a table of SBM pixels,
instead of as a table of triplets of RGB color beams:
(poke) var image_data = SBM_Pixel[ppl][lines] @ 5#B
This later definition doesn’t need to be changed if we change the definition of what a SBM pixel is. This is called encapsulation and is a very useful abstraction in computing.
Next: Poking Structs, Previous: Defining Types, Up: Structuring Data [Contents][Index]
In Nomenclature we mentioned that poke, the program, implements a domain specific programming language called Poke, with a big p. In the examples so far we have already used the Poke language, somewhat extensively, while interacting with the program using the REPL.
For example, in:
(poke) 10 + 2 12
We are giving poke a Poke expression 10 + 2
to be
evaluated. Once the expression is evaluated, the REPL prints the
resulting value for us.
Similarly, when we define a variable or a type with var
and
type
respectively, we are providing poke definitions to be
evaluated. When we assign a value to a variable we are actually
providing a Poke statement to be executed.
So the REPL accepts poke commands, some of which happen to be
Poke expressions, definitions or statements. But we also have used
dot-commands like .file
or .info
. These dot-commands
are not part of the Poke programming language.
Every time we insert a line in the REPL and hit enter, poke recognizes the nature of the line, and then does the right thing. If the line is recognized as a Poke expression, for example, the Poke compiler is used to compile the statement into a routine, that is executed by the Poke Virtual Machine. The resulting value is then printed for the benefit of the user.
Poke programs are basically a collection of definitions and statements, which most often than not are stored in files, which avoids the need to type them again and again. By convention, we use the .pk file extension when naming files containing Poke programs.
Remember how we defined the foreground and background pixels for
p.sbm
in the REPL?
(poke) var bga = [255UB, 255UB, 255UB] (poke) var fga = [255UB, 99UB, 71UB]
Where bga
is a white pixel and fga
is a tomato colored
pixel. We could write these definitions in a file colors.pk
like this:
var white = [255UB, 255UB, 255UB]; var tomato = [255UB, 99UB, 71UB];
Note that variable definitions in Poke are terminated by a semicolon
(;
) character, but we didn’t need to specify them when we
issued the definitions in the REPL. This is because poke adds the
trailing semicolon for us when it detects a Poke construction
requiring it is introduced in the REPL.
Another difference is that Poke constructions can span for multiple lines, like in most programming languages. For example, we could have the following variable definition in a file:
var matrix = [[10, 20, 30], [40, 50, 60], [70, 80, 90]];
Once we have written our colors.pk file, how can we make poke
aware of it? A possibility is to use the load
construction:
(poke) load colors
Assuming a file named colors.pk exists in the current working directory, poke will load it and evaluate its contents. After this, we can use the colors:
(poke) tomato [0xffUB,0x63UB,0x47UB]
Before, we would need to define these colors every time we would like to poke SBM files or, in fact, any RGB24 data. Now we just have to load the file colors.pk and use the variables defined there.
If you try to load a file whose name contains a dash character
(-
) you will get an error message:
(poke) load my-colors <stdin>:1:8: error: syntax error, unexpected '-', expecting ';' load my-colors; ^
This is because the argument to load
is interpreted as a Poke
identifier, and dash characters are not allowed in identifiers. To
alleviate this problem, you can also specify the name of the file to
load encoded in a string, line in:
(poke) load "my-colors.pk"
If you use this form of load
, however, you are required to
specify the complete name of the file, including the .pk file
extension.
Since loading files is such a common operation, poke provides a
dot-command .load
that does auto-completion:
(poke) .load my-colors.pk
Which is equivalent to load "my-colors.pk"
.
Since load
is part of the Poke language, it can also be used in
Poke programs stored in files. We will explore this later.
In the last section we defined a couple of RGB colors white
and
tomato
in a file called colors.pk. If we keep adding
colors to the file, we may end with a nice collection of colors that
are available to us at any time, by just loading the file.
Since there are many ways to understand the notion of “color”, and also many ways to implement these many notions, it would be better to be more precise and call our file rgb24.pk, since the notion of color we are using is of that RGB24. While are at it, let’s also rename the variables to reflect the fact they denote not just any kind of colors, but RGB24 colors:
var rgb24_white = [255UB, 255UB, 255UB]; var rgb24_tomato = [255UB, 99UB, 71UB];
At this point, we can also add the definitions of a couple of types to our rgb24.pk:
type RGB_Color_Beam = byte; type RGB24_Color = RGB_Color_Beam[3]; var rgb24_white = [255UB, 255UB, 255UB]; var rgb24_tomato = [255UB, 99UB, 71UB];
Any time we want to manipulate RGB24 colors we can just load the file rgb24.pk and use these types and variables.
In poke parlance we call files like the above, that contain definitions of conceptually related entities, pickles. Pickles can be very simple, like the rgb24.pk sketched above, or fairly complicated like dwarf.pk.
It is common for pickles to load
other pickles. For example,
if we were to write a SBM pickle, we would load the RGB24 pickle from
it:
load rgb24; [… SBM definitions …]
This way, when we load sbm
from the repl, the dependencies
get loaded as well.
GNU poke includes several already written pickles for commonly used
file formats, and other domains. The load
construction knows
where these pickles are installed, so in order to load the pickle to
manipulate ELF files, for example, all you have to do is to:
(poke) load elf
As we have seen, a pickle provides Poke variables, types and functions related to some definite domain. Let’s say we are interested in editing an ELF file. We know that GNU poke comes with a pre-installed pickle named elf.pk. We can load it like this:
(poke) load elf
By convention, the entities provided by a pickle foo.pk are usually prefixed like:
foo_
.
Foo_
.
Therefore, once the pickle is loaded we can use the .info
dot-command in order to get a glimpse of the functionality provided by
the pickle. See info command. Example:
(poke) .info variables elf Name Declared at elf_stb_names elf-common.pk:53 elf_stt_names elf-common.pk:72 elf_stv_names elf-common.pk:84
The above tells us that the elf.pk pickle provides these three variables. Types are way more interesting:
(poke) .info types Elf64 Name Declared at Elf64_Ehdr elf-64.pk:184 Elf64_Off elf-64.pk:26 Elf64_SectionFlags elf-64.pk:130 Elf64_Shdr elf-64.pk:152 Elf64_RelInfo elf-64.pk:36 Elf64_Chdr elf-64.pk:85 Elf64_Rela elf-64.pk:61 Elf64_Phdr elf-64.pk:169 Elf64_Sxword elf-64.pk:24 Elf64_Sym elf-64.pk:71 Elf64_Rel elf-64.pk:45 Elf64_File elf-64.pk:207 Elf64_Addr elf-64.pk:25 Elf64_Group elf-64.pk:121 Elf64_Dyn elf-64.pk:98 Elf64_Xword elf-64.pk:23
We immediately notice the Elf64_File
. Looks like what we would
need to map in order to access the entire ELF data in some given IO
space (like a file.) We can ask for more details about it:
(poke) .info type Elf64_File Class: struct Name: Elf64_File Complete: no Fields: Name Type ehdr Elf64_Ehdr shdr Elf64_Shdr[] phdr Elf64_Phdr[] Methods: Name Type get_section_name (offset<Elf_Word,8>)string get_symbol_name (Elf64_Shdr,,offset<Elf_Word,8>)string get_sections_by_name (string)Elf64_Shdr[] get_sections_by_type (Elf_Word)Elf64_Shdr[] section_name_p (string)int get_string (offset<Elf_Word,8>)string get_group_signature (Elf64_Shdr)string get_group_signatures ()string[] get_section_group (string)Elf64_Shdr[]
We see that an Elf64_File
has three fields, and the nature of
these files: a header ehdr
, an array of section headers
shdr
and an array of program headers phdr
.
The type description above also lists the methods defined in the type.
Looking at the method name and its type is very usually revealing
enough to use it. For example, we see that
get_sections_by_name
returns an array of section headers,
characterized by some given section name:
(poke) var elf = Elf64_File @ 0#B (poke) elf.get_sections_by_name (".text") [Elf64_Shdr { sh_name=0x1bU#B, sh_type=0x1U, sh_flags=#<ALLOC,EXECINSTR>, sh_addr=0x0UL#B, sh_offset=0x40UL#B, sh_size=0xbUL#B, sh_link=0x0U, sh_info=0x0U, sh_addralign=0x1UL, sh_entsize=0x0UL#b }]
Ultimately, of course the best way to see what a pickle provides is to go read its source code.
When poke starts it loads the file .pokerc located in our home directory, if it exists. This initialization file contains poke commands, one per line.
If we wanted to get some Poke file loaded at startup, we could do it
by adding a load command to our .pokerc
. For example:
# My poke configuration - jemarch […] .load ~/.poke.d/mydefs.pk
Next: How Structs are Built, Previous: Pickles, Up: Structuring Data [Contents][Index]
Let’s recap the structure of the header of a Stupid BitMap:
SBM header +-------+-------+-------+-------+-------+ | 'S' | 'B' | 'M' | ppl | lines | +-------+-------+-------+-------+-------+ byte0 byte1 byte2 byte3 byte4
The header is composed of five fields, which actually compose three different logical fields: a magic number, the number of pixels per line, and the number of lines.
We could of course abstract the header using an array of five bytes, like this:
type SBM_Header = byte[5];
However, this would not capture the properties of the fields themselves, which would need to be remembered by the user: which of these five bytes correspond to the magic number? Is the pixels per line number signed or unsigned? etc.
Poke provides a much better way to abstract collections of heterogeneous data: struct types. Using a struct type we can abstract the SBM header like this:
type SBM_Header = struct { byte[3] magic; uint<8> ppl; uint<8> lines; }
Note how the struct has three named fields: magic
, ppl
and lines
. magic
is an array of three bytes, while
ppl
and lines
are both unsigned integers.
Once defined, struct types can be referred by name. For example, we can map the SBM header at the beginning of our file p.sbm like this:
(poke) SBM_Header @ 0#B SBM_Header { magic=[0x53UB,0x42UB,0x4dUB], ppl=0x5UB, lines=0x7UB }
The value resulting from the mapping is a struct value. The fields of struct values are accessed using the familiar dot-notation:
(poke) var header = SBM_Header @ 0#B (poke) header.ppl * header.lines 35UB
The total number of pixels in the image is 35. Note how both
header.ppl
and header.lines
are indeed unsigned byte
values, and thus the result of the multiplication is also an unsigned
byte. This could be problematic if the image contained more than 255
pixels, but this can be prevented by using a cast:
(poke) header.ppl as uint * header.lines 35U
Now the second operand header.lines
is promoted to a 32-bit
unsigned value before the multiplication is performed. Consequently,
the result of the operation is also 32-bit wide (note the suffix of
the result.)
Remember when we wanted to crop a SBM image by removing the first and last row? We updated the header in a byte by byte manner, like this:
(poke) byte @ 3#B = 3 (poke) byte @ 4#B = 7
Now that we have the header mapped in a variable, updating it is much more easy and convenient. The dot-notation is used to update the contents of a struct field, by placing it at the left hand side of an assignment:
(poke) header.ppl = 3 (poke) header.lines = 7
This updates the pixel per line and the number of lines, in the IO space:
(poke) dump :size 5#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 5342 4d03 07 SBM..
Next: Variables in Structs, Previous: Poking Structs, Up: Structuring Data [Contents][Index]
First we need to define some structure to use as an example. Let’s say we are interesting in poking Packets, as defined by the Packet Specification 1.2 published by the Packet Foundation (none less).
In a nutshell, each Packet starts with a byte whose value is always
0xab
, followed by a byte that defines the size of the payload.
A stream of bytes conforming the payload follows, themselves followed
by another stream of the same number of bytes with “control” values.
We could translate this description into the following Poke struct type definition:
type Packet = struct { byte magic = 0xab; byte size; byte[size] payload; byte[size] control; };
There are some details described by the fictitious Packet Specification 1.2 that are not covered in this simple definition, but we will be attending to that later in this manual.
So, given the definition of a struct type like Packet, there are only two ways to build a struct value in Poke.
One is to map it from some IO space. This is achieved using the map operator:
(poke) Packet @ 12#B Packet { magic = 0xab, size = 2, payload = [0x12UB,0x30UB], control = [0x1UB,0x1UB] }
The expression above maps a Packet starting at offset 12 bytes, in the current IO space. See the Poke manual for more details on using the map operator.
The second way to build a struct value is to _construct_ one, specifying the value to some, all or none of its fields. It looks like this:
(poke) Packet {size = 2, payload = [1UB,2UB]} Packet { magic = 0xab, size = 2, payload = [0x1UB,0x2UB], control = [0x0UB,0x0UB] }
In either case, building a struct involves to determine the value of all the fields of the struct, one by one. The order in which the struct fields are built is determined by the order of appearance of the fields in the type description.
In our example, the value of magic
is determined first, then
size
, payload
and finally control
. This is the
reason why we can refer to the values of previous fields when defining
fields, such as in the size of the payload
array above, but not
the other way around: by the time payload
is mapped or
constructed, the value of size
, has already been mapped or
constructed.
What happens behind the curtains is that when poke finds the definition of a struct type, like Packet, it compiles two functions from it: a mapper function, and a constructor function. The mapper function gets as arguments the IO space and the offset from which to map the struct value, whereas the constructor function gets the template specifying the initial values for some, or all of the fields; reasonable default values (like zeroes) are used for fields for which no initial values have been specified.
These functions, mapper and constructor, are invoked to create fresh values when a map operator @ or a struct constructor is used in a Poke program, or at the poke prompt.
Next: Functions in Structs, Previous: How Structs are Built, Up: Structuring Data [Contents][Index]
Fields are not the only entity that can appear in the definition of a struct type.
Suppose that after reading more carefully the Packet Specification 1.2
(that spans for several thousand of pages) we realize that the field
size
doesn’t really store the number of bytes of the payload
and control arrays, like we thought initially. Or not exactly: the
Packet Foundation says that if size
has the special value 0xff,
then the size is zero.
We could of course do something like this:
type Packet = struct { byte magic = 0xab; byte size; byte[size == 0xff ? 0 : size] payload; byte[size == 0xff ? 0 : size] control; };
However, we can avoid replicating code by using a variable instead:
type Packet = struct { byte magic = 0xab; byte size; var real_size = (size == 0xff ? 0 : size); byte[real_size] payload; byte[real_size] control; };
Note how the variable can be used after it gets defined. In the underlying process of mapping or constructing the struct, the variable is incorporated into the lexical environment. Once defined, it can be used in constraint expressions, array sizes, and the like. We will see more about this later.
Incidentally, it is of course possible to use global variables as well. For example:
var packet_special = 0xff; type Packet = struct { byte magic = 0xab; byte size; var real_size = (size == packet_special ? 0 : size); byte[real_size] payload; byte[real_size] control; };
In this case, the global packet_special
gets captured in the
lexical environment of the struct type (in reality in the lexical
environment of the implicitly created mapper and constructor
functions) in a way that if you later modify packet_special
the
new value will be used when mapping/constructing new values of
type Packet. Which is really cool, but let’s not get distracted from
the main topic... :)
Next: Struct Methods, Previous: Variables in Structs, Up: Structuring Data [Contents][Index]
Further reading of the Packet Specification 1.2 reveals that each
Packet has an additional crc
field. The content of this field
is derived from both the payload bytes and the control bytes.
But this is no vulgar CRC we are talking about. On the contrary, it is a special function developed by the CRC Foundation in partnership with the Packet Foundation, called superCRC (patented, TM).
Fortunately, the CRC Foundation distributes a pickle
supercrc.pk
, that provides a calculate_crc
function with
the following spec:
fun calculate_crc = (byte[] data, byte[] control) int:
So let’s use the function like this in our type, after loading the supercrc pickle:
load supercrc; type Packet = struct { byte magic = 0xab; byte size; var real_size = (size == 0xff ? 0 : size); byte[real_size] payload; byte[real_size] control; int crc = calculate_crc (payload, control); };
However, there is a caveat: it happens that the calculation of the CRC
may involve arithmetic and division, so the CRC Foundation warns us
that the calculate_crc
function may raise E_div_by_zero.
However, the Packet 1.2 Specification tells us that in these
situations, the crc
field of the packet should contain zero.
If we used the type above, any exception raised by
calculate_crc
would be propagated by the mapper/constructor:
(poke) Packet @ 12#B unhandled division by zero exception
A solution is to use a function that takes care of the extra needed logic, wrapping calculate_crc:
load supercrc; type Packet = struct { byte magic = 0xab; byte size; var real_size = (size == 0xff ? 0 : size); byte[real_size] payload; byte[real_size] control; fun corrected_crc = int: { try return calculate_crc (payload, control); catch if E_div_by_zero { return 0; } } int crc = corrected_crc; };
Again, note how the function is accessible after its definition. Note as well how both fields and variables and other functions can be used in the function body. There is no difference to define variables and functions in struct types than to define them inside other functions or in the top-level environment: the same lexical rules apply.
Next: Padding and Alignment, Previous: Functions in Structs, Up: Structuring Data [Contents][Index]
At this point you may be thinking something on the line of “hey, since variables and functions are also members of the struct, I should be able to access them the same way than fields, right?”.
So you will want to do:
(poke) var p = Packet 12#B (poke) p.real_size (poke) p.corrected_crc
But sorry, this won’t work.
To understand why, think about the struct building process we sketched above. The mapper and constructor functions are derived/compiled from the struct type. You can imagine them to have prototypes like:
Packet_mapper (IOspace, offset) -> Packet value Packet_constructor (template) -> Packet value
You can also picture the fields, variables and functions in the struct type specification as being defined inside the bodies of Packet_mapper and Packet_constructor, as their contents get mapped/constructed. For example, let’s see what the mapper does:
Packet_mapper: . Map a byte, put it in a local `magic'. . Map a byte, put it in a local `size'. . Calculate the real size, put it in a local `real_size'. . Map an array of real_size bytes, put it in a local `payload'. . Map an array of real_size bytes, put it in a local `control'. . Compile a function, put it in a local `corrected_crc'. . map a byte, call the function in the local `corrected_crc', complain if the values are not the same, otherwise put the mapped byte in a local `crc'. . Build a struct value with the values from the locals `magic', `size', `payload', `control' and `crc', and return it.
The pseudo-code for the constructor would be almost identical. Just replace "map a byte" with “construct a byte”.
So you see, both the values for the mapped fields and the values for the variables and functions defined inside the struct type end as locals of the mapping process, but only the values of the fields are actually put in the struct value that is returned in the last step.
This is where methods come in the picture. A method looks very similar to a function, but it is not quite the same thing. Let me show you an example:
load supercrc; type Packet = struct { byte magic = 0xab; byte size; var real_size = (size == 0xff ? 0 : size); byte[real_size] payload; byte[real_size] control; fun corrected_crc = int: { try return calculate_crc (payload, control); catch if E_div_by_zero { return 0; } } int crc = corrected_crc; method c_crc = int: { return corrected_crc; } };
We have added a method c_crc
to our Packet struct type, that
just returns the corrected superCRC (patented, TM) of a packet. This
can be invoked using dot-notation, once a Packet value is
mapped/constructed:
(poke) var p = Packet 12#B (poke) p.c_crc 0xdeadbeef
Now, the important bit here is that the method returns the corrected
crc of a Packet
. That’s it, it actually operates on a
Packet value. This Packet value gets implicitly passed as an argument
whenever a method is invoked.
We can visualize this with the following “pseudo Poke”:
method c_crc = (Packet SELF) int: { return SELF.corrected_crc; }
Fortunately, poke takes care to recognize when you are referring to fields of this implicit struct value, and does The Right Thing(TM) for you. This includes calling other methods:
method foo = void: { ... } method bar = void: { [...] foo; }
The corresponding “pseudo-poke” being:
method bar = (Packet SELF) void: { [...] SELF.foo (); }
It is also possible to define methods that modify the contents of struct fields, no problem:
var packet_special = 0xff; type Packet = struct { byte magic = 0xab; byte size; [...] method set_size = (byte s) void: { if (s == 0) size = packet_special; else size = s; } };
This is what is commonly known as a setter. Note, incidentally,
how a method can also use regular variables. The Poke compiler knows
when to generate a store in a normal variable such as
packet_special
, and when to generate a set to a SELF
field.
Given the different nature of the variables, functions and methods, there are a couple of restrictions:
This will be rejected by the compiler:
type Foo = struct { int field; fun wrong = void: { field = 10; } };
Remember the construction/mapping process. When a function accesses a
field of the struct type like in the example above, it is not doing
one of these pseudo SELF.field = 10
. Instead, it is simply
updating the value of the local created in this step in Foo_mapper:
Foo_mapper: . Map an int, put it in a local `field'. . [...]
Setting that local would impact the mapping of the subsequent fields
if they refer to field
(for example, in their constraint
expression) but it wouldn’t actually alter the value of the field
field
in the struct value that is created and returned from the
mapper!
This is very confusing, so we just disallow this with a compiler error “invalid assignment to struct field”, for your own sanity 8-)
How could they be? The field constraint expressions, the initialization expressions of variables, and the functions defined in struct types are all executed as part of the mapper/constructor and, at that time, there is no struct value yet to pass to the method.
If you try to do this, the compiler will greet you with an “invalid reference to struct method” message.
Something to keep in mind about methods is that they can destroy the integrity of the data stored in a struct. Consider for example the following struct type:
type Packet = struct { byte magic = 0xab; byte size : size <= 4096; [...] method set_size = (byte s) void: { if (s == 0) size = packet_special; else size = s; } };
Observe how this new version of Packet
has an additional
constraint that specifies size
should not exceed 4096.
However, when the method set_size
is executed the constraints
are not checked again. This is useful at times, but can also lead to
unintended data corruption.
A solution for this problem is to make methods aware of the restrictions. Like in this case:
type Packet = struct { var MAXSIZE = 4096; byte magic = 0xab; byte size : size <= MAXSIZE; [...] method set_size = (byte s) void: { if (s == 0) size = packet_special; else if (s > MAXSIZE) raise E_inval; else size = s; } };
Note how we use a variable MAXSIZE
in order to avoid
hard-coding 4096 twice in the struct definition.
Next: Dealing with Alternatives, Previous: Struct Methods, Up: Structuring Data [Contents][Index]
It is often the case in binary formats that certain elements are separated by some data that is not really used for any meaningful purpose other than occupy that space. The reason for keeping that space varies from case to case; sometimes to reserve it for future use, sometimes to make sure that the following data is aligned to some particular alignment. This is known as padding. There are several ways to implement padding in GNU poke. This article shows these techniques and discusses their advantages and disadvantages.
• Esoteric and exoteric padding: | External and internal padding. | |
• Reserved fields: | Extra space not to be used. | |
• Payloads: | Extra space to be used. | |
• Aligning struct fields: | Some stuff requires an alignment. | |
• Padding array elements: | An useful idiom. |
Next: Reserved fields, Up: Padding and Alignment [Contents][Index]
Padding is the technique of keeping some amount of space between two different elements in some data stream. GNU poke provides two different ways to express sequences of data elements: the fields of a struct type, which are defined one after the other, and elements in an array.
We call adding space between two struct fields esoteric (or internal) padding.
We call adding space between two array elements exoteric (or external) padding.
The following sections contain examples of the two kinds of padding and how to better handle them in Poke.
Next: Payloads, Previous: Esoteric and exoteric padding, Up: Padding and Alignment [Contents][Index]
People designing binary encoded formats tend to be cautious and try to avoid future backward incompatibilities by keeping some unused fields that are reserved for future use. This is the first kind of padding we will be looking at, and is particularly common in structures like headers.
See for example the header used to characterize compressed section contents in ELF files:
type Elf64_Chdr = struct { Elf_Word ch_type; Elf_Word ch_reserved; offset<Elf64_Xword,B> ch_size; offset<Elf64_Xword,B> ch_addralign; };
where the ch_reserved
field is reserved for future use. When
the time comes the space occupied by that field (32 bits in this case)
will be used to hold additional data in the form of one or more
fields. The idea is that implementations of the older formats will
still work.
The most obvious way to handle this in Poke is using a named field
like ch_reserved
above. This field will be decoded/encoded by
poke when constructing/mapping/writing struct values of this type, and
will be available to the user as chdr.ch_reserved
.
Sometimes reserved space is required to be filled with certain data values, such as zeroes. This may be to simplify things, or to force data producers to initialize the memory in order to avoid potential leaking of sensible information. In these cases we can use Poke initial values:
type Elf64_Chdr = struct { Elf_Word ch_type; Elf_Word ch_reserved = 0; offset<Elf64_Xword,B> ch_size; offset<Elf64_Xword,B> ch_addralign; };
This will make poke to check that ch_reserved
is zero when
constructing or mapping headers for compressed sections raising a
constraint violation exception otherwise. It will also make poke to
make sure ch_reserved
to 0 when constructing Elf64_Chdr
struct values:
(poke) Elf64_Chdr { ch_reserved = 23 } unhandled constraint violation exception
An alternative way to characterize reserved space in Poke is to use anonymous fields. For example:
type Elf64_Chdr = struct { Elf_Word ch_type; Elf_Word; offset<Elf64_Xword,B> ch_size; offset<Elf64_Xword,B> ch_addralign; };
Using Poke anonymous fields to implement reserved fields has at least
two advantages. First, the user cannot anymore temper with the data
in the reserved space in an easy way, i.e. chdr.ch_reserved
= 666
is no longer valid. Second, the printed representation of
anonymous struct fields is more compact and denotes better than the
involved space is not to be messed with:
(poke) Elf64_Chdr {} Elf64_Chdr { ch_type=0x0U, 0x0U, ch_size=0x0UL#B, ch_addralign=0x0UL#B }
A disadvantage of using anonymous fields is that you cannot specify constraint expressions for them, nor initial values. At some point we will probably add syntax to declare certain struct fields as read-only.
At this point, it is important to note that anonymous fields are still encoded/decoded by poke every time the struct value is mapped or written, exactly like regular fields. Therefore using them doesn’t pose any advantage in terms of performance.
Next: Aligning struct fields, Previous: Reserved fields, Up: Padding and Alignment [Contents][Index]
The reserved fields discussed in the previous section are most often discrete units like words, double-words, and the like, they are usually of some fixed size, and they are used to delimit some space that is not to be used.
Another kind of padding happens when an entity contains space to be used to store some kind of payload whose contents are not determined. This would be such an example:
type Packet = struct { offset<uint<32>,B> payload_size; byte[payload_size] payload; int flags; };
In this example we are using a payload
field which is an array
of bytes. The size of the payload is determined by the packet header,
and the contents are not determined. Of course this assumes that the
payload sizes are divisible in whole bytes; a bit-oriented format may
need to use an array of bits instead.
This approach of using a byte (or bit) array like in the example above has the advantage of providing a field with the bytes (or bits) to the user, for inspection and modification:
(poke) packet.payload [23UB, ...] (poke) packet.payload[0] = 0
The user can still map whatever payload structure in that space using
the attributes of a mapped Packet
. For example, if the packet
contains an array of ULEB128 numbers, we could do:
(poke) var numbers = ULEB128[packet.payload'size] @ packet.payload'offset
But this approach has a disadvantage: every time the packet structure is mapped or written the entire payload array gets decoded and encoded. If the payloads are big enough (think about the data blocks of a file described by a file system i-node for example) this can be a big problem in terms of performance.
Another problem of using byte (or bit) arrays for payloads is that the printed representation of the struct values include the contents of the arrays, and most often the user won’t be interested in seeing that:
(poke) Packet { payload_size = 23#B } Packet { payload_size=0x17U#B, payload=[0x0UB,0x0UB,0x0UB,0x0UB,0x0UB,...], flags=0x0 }
Another alternative is to implement the padding implied by a payload using field labels:
type Packet = struct { offset<uint<32>,B> payload_size;: int flags @ OFFSET + payload_size; };
Note how a payload
field no longer exists in the struct type,
and the field flags
is defined to start at offset
OFFSET + payload_size
. This way no explicit array is
encoded/decoded when manipulating Packet
values:
(poke) .set omaps yes (poke) Packet { payload_size = 500#Mb } Packet { payload_size=62500000U#B @ 0UL#b, flags=0 @ 4000000032UL#b } @ 0UL#b
In this example we used the omaps
option, which asks poke to
print the offsets of the fields. The offset of flags
is
4000000032 bits, or 500 megabytes:
(poke) 4000000032UL #b/#MB 500UL
Mapping this new Packet
involves reading and decoding five
bytes, for the payload_size
and flags
only. This is
clearly much faster and avoids unneeded IO.
However you may be wondering, if there is no explicit payload
field, how to access the payload space? A way is to define a method
to the struct to provide the payload attributes:
type Packet = struct { offset<uint<32>,B> payload_size;: var payload_offset = OFFSET; int flags @ OFFSET + payload_size; method get_payload_offset = off64: { return payload_offset; } };
Note how we captured the offset of the payload using a variable in the
strict type definition. Returning OFFSET
in
get_payload_offset
wouldn’t work for obvious reasons: in the
body of the method OFFSET
evaluates to the end of flags
in this case.
Using this method you can easily access the payload (again as an array of ULEB128 numbers) like this:
var numbers = ULEB128[packet.payload_size @ packet.get_payload_offset
Finally, using labels for this purpose makes the printed representation of the struct values more readable by not including the payload bytes in it:
(poke) Packet {} Packet { payload_size=0x0U#B, flags=0x0 }
Next: Padding array elements, Previous: Payloads, Up: Padding and Alignment [Contents][Index]
Another kind of esoteric padding happens when certain fields in
entities are required to be aligned to some particular alignment. For
example, suppose that the flags
field in the packets used in
the previous sections is required to always be aligned to 4 bytes
regardless of the size of the payload. This would be a common
requirement if the format is intended to be implemented in systems
where data is to be accessed using its “natural” alignment.
Using explicit fields for both the payload and the additional padding, we could come with:
type Packet = struct { offset<uint<32>,B> payload_size; byte[payload_size] payload; byte[alignto (OFFSET, 4#B)] padding; int flags; };
Where alignto
is a little function defined in the Poke standard
library, like this:
fun alignto = (uoff64 offset, uoff64 to) uoff64: { return (to - (offset % to)) % to; }
Alternatively, using the labels approach (which is generally better as we discussed in the last section) the definition would become:
type Packet = struct { offset<uint<32>,B> payload_size;: var payload_offset = OFFSET; int flags @ OFFSET + payload_size + alignto (payload_size, 4#B); method get_payload_offset = off64: { return payload_offset; } };
In this case, the payload space is still completely characterized by
the payload_size
field and the get_payload_offset
method.
Previous: Aligning struct fields, Up: Padding and Alignment [Contents][Index]
Up to now all the examples of padding we have shown are in the category of esoteric or internal padding, i.e. it was intended to add space between fields of some particular entity.
However, sometimes we want to specify some padding between the elements of a sequence of entities. In Poke this basically means an array.
Suppose we have a simple file system that is conformed by a sequence of inodes. The contents of the file system have the following form:
+-----------------+ | inode | +-----------------+ : : : data : : : +-----------------+ | inode | +-----------------+ : : : data : : : +-----------------+ | ... |
That’s it, each inode describes a block of data of variable size that immediately follows. Then more pairs of inode-data follow until the end of the device. However, a requirement is that each inode has to be aligned to 128 bytes.
Let’s start by writing a simple type definition for the inodes:
type Inode = struct { string filename; int perms; offset<uint<32>,B> data_size; };
This definition is simple enough, but it doesn’t allow us to just map an array of inodes like this:
(poke) Inode[] 0#B
We could of course add the data and padding explicitly to the inode structure:
type Inode = struct { string filename; int perms; offset<uint<32>,B> data_size; byte[data_size] data; byte[alignto (data_size, 128#B) padding; };
Then we could just map Inode[] @ 0#B
and we would the get expected
result.
But this is not a good idea. On one hand because, as we know, this would imply mapping the full file system data byte by byte, and that would be very very slow. On the other hand, because the data is not part of the inode, conceptually speaking.
A better solution is to use this idiom:
type Inode = struct { string filename; int perms; offset<uint<32>,B> data_size; byte[0] @ OFFSET + data_size + alignto (data_size, 128#B); };
This uses an anonymous field at the end of the struct type, of size zero, located at exactly the offset where the data plus padding would end in the version with explicit fields.
This later solution is fast and still allows us to get an array of inodes reflecting the whole file system with:
(poke) var inodes = Inode[] @ 0#B
Like in the previous sections, a method =get_data_offset= can be added to the struct type in order to allow accessing the data blocks corresponding to a given inode.
Next: Structured Integers, Previous: Padding and Alignment, Up: Structuring Data [Contents][Index]
BSON 8 is a binary encoding for
JSON documents. The top-level entity described by the spec is the
document
, which contains the total size of the document, a
sequence of elements, and a trailing null byte.
We can describe the above in Poke with the following type definition:
type BSON_Doc = struct { offset<int<32>,B> size; BSON_Elem[size - size'size - 1#B] elements; byte endmark : endmark == 0x0; };
BSON elements come in different kinds, which correspond to the different types of JSON entities: 32-bit integers, 64-bit integers, strings, arrays, timestamps, and so on. Every element starts with a tag, which is a 8-bit unsigned integer that identifies it’s kind, and a name encoded as a NULL-terminated string. What comes next depends on the kind of element.
The following Poke type definition describes a subset of BSON elements, namely integers, big integers and strings:
type BSON_Elem = struct { byte tag; string name; union { int32 integer32 : tag == 0x10; int64 integer64 : tag == 0x12; BSON_String str : tag == 0x02; } value; };
The union in BSON_Elem
corresponds to the variable part. When
poke decodes an union, it tries to decode each alternative (union
field) in turn. The first alternative that is successfully decoded
without raising a constraint violation exception is the chosen one.
If no alternative can be decoded, a constraint violation exception is
raised.
To see this process in action, let’s use the BSON corresponding to the following little JSON document:
{ "name" : "Jose E. Marchesi", "age" : 40, "big" : 1076543210012345 }
Let’s take a look to the different elements:
(poke) .load bson.pk (poke) var d = BSON_Doc 0#B (poke) d.elements'length 0x3UL (poke) d.elements[0] BSON_Elem { tag=0x2UB, name="name", value=struct { str=BSON_String { size=0x11, value="Jose E. Marchesi", chars=[0x4aUB,0x6fUB,0x73UB,0x65UB...] } } } (poke) d.elements[1] BSON_Elem { tag=0x10UB, name="age", value=struct { integer32=0x27 } } (poke) d.elements[2] BSON_Elem { tag=0x12UB, name="big", value=struct { integer64=0x3d31c3f9e3eb9L } }
Note how unions decode into structs featuring different fields. What field is available depends on the alternative chosen while decoding.
In the session above, d.elements[1].value
contains an
integer32
field, whereas d.elements[2].value
contains an
integer64
field. Let’s see what happens if we try to access the
wrong field:
(poke) d.elements[1].value.integer64 unhandled invalid element exception
We get a run-time exception. This kind of errors cannot be catched at
compile time, since both integer32
and integer64
are
potentially valid fields in the union value.
Unlike in C, Poke unions are tagged. Unions have their own lexical closures, and it is the capured values that determine what field is chosen at every time. Wherever the union goes, its tag accompanies it.
To see this more clearly, consider the following alternative Poke description of the BSON elements:
type BSON_Elem = union { struct { byte tag : tag == 0x10; string name; int32 value; } integer32; struct { byte tag : tag == 0x12; string name; int64 value; } integer64; struct { byte tag : tag == 0x12; string name; BSON_String value; } str; };
This description is way more verbose than the one used in previous sections, but it shows a few important properties of Poke unions.
First, the constraints guiding the decoding are not required to appear
in the union itself: it is a recursive process. In this example,
BSON_String
could have constraints on it’s own, and these
constraints will also impact the decoding of the union.
Second, there are generally many different ways to express the same plain binary using different type structures. This is no different than getting different parse trees from the same sequence of tokens using different grammars denoting the same language.
See how different a BSON element looks (and feels) using this alternative description:
(poke) d.elements[0] BSON_Elem { str=struct { tag=0x2UB, name="name", value=BSON_String { size=0x11, value="Jose E. Marchesi", chars=[0x4aUB,0x6fUB,0x73UB,0x65UB...] } } } (poke) d.elements[1] BSON_Elem { integer32=struct { tag=0x10UB, name="age", value=0x27 } } (poke) d.elements[2] BSON_Elem { integer64=struct { tag=0x12UB, name="big", value=0x3d31c3f9e3eb9L } }
What is the best way? It certainly depends on the kind of data you want to manipulate, and the level of abstraction you want to achieve. Ultimately, it is up to you.
Generally speaking, the best structuring is the one that allows you to manipulate the data in terms of the structured abstractions as naturally as possible. That’s the art and craft of writing good pickles.
Next: Working with Incorrect Data, Previous: Dealing with Alternatives, Up: Structuring Data [Contents][Index]
When we structure data using Poke structs, arrays and the like, we often use the same structure than a C programmer would use. For example, to model ELF RELA structures, which are defined in C like:
typedef struct { Elf64_Addr r_offset; /* Address */ Elf64_Xword r_info; /* Relocation type and symbol index */ Elf64_Sxword r_addend; /* Addend */ } Elf64_Rela;
we could use something like this in Poke:
type Elf64_Rela = struct { Elf64_Addr r_offset; Elf64_Xword r_info; Elf64_Sxword r_addend; };
Here the Poke struct type is pretty equivalent to the C incarnation. In both cases the fields are always stored in the given order, regardless of endianness or any other consideration.
However, there are situations where stored integral values are to be
interpreted as composite data. This is the case of the r_info
field above, which is a 64-bit unsigned integer (Elf64_Xword
)
which is itself composed by several fields, depicted here:
63 0 +----------------------+----------------------+ | r_sym | r_type | +----------------------+----------------------+ MSB LSB
In order to support this kind of composition of integers, C programmers usually resort to either bit masking (most often) or to the often obscure and undefined behaviour-prone C bit fields. In the case of ELF, the GNU implementations define a few macros to access these “sub-fields”:
#define ELF64_R_SYM(i) ((i) >> 32) #define ELF64_R_TYPE(i) ((i) & 0xffffffff) #define ELF64_R_INFO(sym,type) ((((Elf64_Xword) (sym)) << 32) + (type))
Where ELF64_R_SYM
and ELF64_R_TYPE
are used to extract
the fields from an r_info
, and ELF64_R_INFO
is used to
compose it. This is typical of C data structures.
We could of course mimic the C implementation in Poke:
fun Elf64_R_Sym = (Elf64_Xword i) uint<32>: { return i .>> 32; } fun Elf64_R_Type = (Elf64_Xword i) uint<32>: { return i & 0xffff_ffff; } fun Elf64_R_Info = (uint<32> sym, uint<32> type) Elf64_Xword: { return sym as Elf64_Xword <<. 32 + type; }
However, this approach has a huge disadvantage: since we are not able to encode the logic of these “sub-fields” in proper Poke fields, they become second class citizens, with all that implies: no constraints on their own, can’t be auto-completed, can’t be assigned individually, etc.
But we can use the so-called integral structs! These are structs that are defined exactly like your garden variety Poke structs, with a small addition:
type Elf64_RelInfo = struct uint<64> { uint<32> r_sym; uint<32> r_type; };
Note the uint<64>
addition after struct
. This can be
any integer type (signed or unsigned). The fields of an integral
struct should be integral themselves (this includes both integers and
offsets) and the total size occupied by the fields should be the same
size than the one declared in the struct’s integer type. This is
checked and enforced by the compiler.
The Elf64 RELA in Poke can then be encoded like:
type Elf64_Rela = struct { Elf64_Addr r_offset; struct Elf64_Xword { uint<32> r_sym; uint<32> r_type; } r_info; Elf64_Sxword r_addend; };
When an integral struct is mapped from some IO space, the total number of bytes occupied by the struct is read as a single integer value, and then the values of the fields are extracted from it. A similar process is using when writing. That is what makes it different with respect a normal Poke struct.
It is possible to obtain the integral value corresponding to an integral struct using a cast to an integral type:
(poke) type Foo = struct int<32> { int<16> hi; uint<16> lo; }; (poke) Foo { hi = 1 } as int<32> 0x10000
An useful idiom, that doesn’t require to specify an explicit integral type, is this:
(poke) type Foo = struct int<32> { int<16> hi; uint<16> lo; }; (poke) var x = Foo @ 0#B; (poke) +x 0xfe00aa
These casts allow to “integrate” struct values explicitly, but the compiler also implicitly promotes integral struct values to integers in all contexts where an integer is expected:
Note that the above list doesn’t include relational operators, since these operators work with struct values.
Previous: Structured Integers, Up: Structuring Data [Contents][Index]
We have seen how Poke type definitions very often include constraint expressions reflecting the integrity of the data stored in these types.
Consider for example the following abbreviated description of the header of an ELF file:
type Elf64_Ehdr = struct { struct { byte[4] ei_mag = [0x7fUB, 'E', 'L', 'F']; byte ei_class; [...] } e_ident; Elf_Half e_type; Elf_Half e_machine; Elf_Word e_version = EV_CURRENT; [...] Elf_Half e_shstrndx : e_shnum == 0 || e_shstrndx < e_shnum; };
There are three constraint expressions in the definition above:
ei_mag
makes sure that a
right magic number begins the header.
e_version
checks that the ELF version is the current version.
e_shstrndx
checks that
the index stored in the field doesn’t overflow the section header
table of the file.
Every time we construct or map an Elf64_Ehdr
value the
constraint expressions are checked. In case any of the constraints
are not satisfied we get a “constraint violation exception”. This
is useful to realize that we are facing invalid data (when mapping) or
that we are trying to build an invalid ELF header (when constructing.)
However, the exception avoids the completion of the mapping or construction operation. Sometimes this is inconvenient:
The way poke provides support for these situation is using the concept of map strictness. Suppose we map an ELF header in some IO space:
(poke) load elf (poke) var ehdr = Elf64_Ehdr @ 0#B
The mapping operator @
performs a strict mapping. This
means that constraint expressions are evaluated and the operation is
interrupted if any constraint fails, as described above. Also, this
means the integrity will be checked when the data is modified:
(poke) ehdr.e_version = 666 unhandled constraint violation exception
So the mapping operator generates “strict” values. We can check the
strictness of a mapped value using the 'strict
attribute:
(poke) ehdr'strict 1
If we know that we are facing corrupted data, or if we want to corrupt the ELF header, we perform a non-strict mapping using a variant of the mapping operator:
(poke) var ehdr_ns = Elf64_Ehdr @! 0#B (poke) ehdr_ns'strict 0
We can corrupt the header using this non-strict value:
(poke) ehdr_ns.e_version = 666
Next: Writing Pickles, Previous: Structuring Data, Up: Top [Contents][Index]
Editing data with GNU poke mainly involves creating mapped values and storing them in Poke variables. However, this may not be that convenient when poking several files simultaneously, and when the complexity of the data increases. poke provides a convenient mechanism for this: maps and map files.
• Editing using Variables: | Data is usually edited mapping variables. | |
• poke Maps: | Maps and map-files. | |
• Loading Maps: | Using maps defined in files. | |
• Multiple Maps: | Multiple perspectives of the same data. | |
• Auto-map: | Loading maps automagically. | |
• Constructing Maps: | Creating and managing maps on the fly. | |
• Predefined Maps: | Collection of already-written maps. |
Next: poke Maps, Up: Maps and Map-files [Contents][Index]
Editing data with GNU poke mainly involves creating mapped values and
storing them in Poke variables. For example, if we were interested in
altering the fields of the header in an ELF file, we would map an
Elf64_Ehdr
struct at the beginning of the underlying IO space
(the file), like in:
(poke) .file foo.o (poke) load elf (poke) var ehdr = Elf64_Ehdr @ 0#B
At this point the variable ehdr
holds an Elf64_Ehdr
structure, which is mapped. As such, altering any of the fields of
the struct will update the corresponding bytes in foo.o
. For
example:
(poke) ehdr.e_entry = 0#B
A Poke value has three mapping related attributes: whether it is mapped, the offset at which it is mapped in an IO space, and in which IO space. This information is accessible for both the user and Poke programs using the following attributes:
(poke) ehdr'mapped 1 (poke) ehdr'offset 0UL#b (poke) ehdr'ios 0
Thats it, ehdr
is mapped at offset zero byte in the IO space
#0
, which corresponds to foo.o
:
(poke) .info ios Id Type Mode Bias Size Name * #0 FILE rw 0x00000000#B 0x000004c8#B ./foo.o
Now that we have the ELF header, we may use it to get access to the
ELF section header table in the file, that we will reference using
another variable shdr
:
(poke) var shdr = Elf64_Shdr[ehdr.e_shnum] @ ehdr.e_shoff (poke) shdr[1] Elf64_Shdr { sh_name=0x1bU#B, sh_type=0x1U, sh_flags=#<ALLOC,EXECINSTR>, sh_addr=0x0UL#B, sh_offset=0x40UL#B, sh_size=0xbUL#B, sh_link=0x0U, sh_info=0x0U, sh_addralign=0x1UL, sh_entsize=0x0UL#b }
Variables are convenient entities to manipulate in Poke. Let’s suppose that the file has a lot of sections and we want to do some transformation in every section. It is a time consuming operation, and we may forget which sections we have already processed and which not. We could create an empty array to hold the sections already processed:
(poke) var processed = Elf64_Shdr[] ()
And then, once we have processed some given section, add it to the array:
... edit shdr[23] ... (poke) processed += [shdr[23]]
Note how the array =processed= is not mapped, but the sections contained in it are mapped: Poke uses copy by shared value. So, after we spend the day carefully poking our ELF file, we can ask poke, are we done with all the sections in the file?
(poke) shdr'length == processed'length 1
Yes, we are. This can be made as sophisticated as desired. We could
easily write a function that saves the contents of processed
in
files, so we can continue hacking tomorrow, for example.
We can then concluding that using mapped variables to edit data
structures stored in IO spaces works well in common and simple cases
like the above: we make our ways mapping here and there, defining
variables to hold data that interests us, and it is easy to remember
that the variables ehdr
and shdr
are mapped, where are
they mapped, and that they are mapped in the file foo.o
.
However, GNU poke allows to edit more than one IO space
simultaneously. Let’s say we now want to poke the sections of another
ELF file: bar.o
. We would start by opening the file:
(poke) .file bar.o (poke) .info ios Id Type Mode Bias Size Name * #1 FILE rw 0x00000000#B 0x000004c8#B ./bar.o #0 FILE rw 0x00000000#B 0x000004c8#B ./foo.o
Now that bar.o
is the current IO space, we can map its header.
But now, what variable to use? We would rather not redefine
ehdr
, because that is already holding the header of
foo.o
. We could adapt our naming schema on the fly:
(poke) var foo_ehdr = ehdr (poke) var bar_ehdr = Elf64_Ehdr @ 0#B
But then we would need to do the same for the other variables too:
(poke) var foo_shdr = shdr (poke) var bar_shdr = Elf64_Shdr[bar_ehdr.e_shnum] @ bar_ehdr.e_shoff
However, we can easily see how this can degenerate quickly: what about
processed
, for example? In general, as the number of IO spaces
being edited increases it becomes more and more difficult to manage
our mapped variables, which are associated to each IO space.
Next: Loading Maps, Previous: Editing using Variables, Up: Maps and Map-files [Contents][Index]
As we have seen mapping variables is a very powerful, general and flexible mean to edit stored binary data in one or more IO spaces. However it is easy to lose track of where the variables are mapped and, ideally speaking, we would want to have a mean to refer to, say, the “ELF header”, and get the header as a mapped value regardless of what specific file we are editing. Sort of a “meta variable”. GNU poke provides a way to do this: maps.
A map can be conceived as a sort of “view” that can be applied to a given IO space. Maps have entries, which are values mapped at some given offset, under certain conditions. For example, we have seen an ELF file contains, among other things, a header at the beginning of the file and a table of section headers of certain size and located at certain location determined by the header. These would be two entries of a so-called ELF map.
poke maps are defined in map files. These files use the
.map
extension. A map file self.map
(for
sectioned/simple elf) defining the view of an ELF file as a header and
a table of section header would look like this:
/* self.map - map file for a simplified view of an ELF file. */ load elf; %% %entry %name ehdr %type Elf64_Ehdr %offset 0#B %entry %name shdr %type Elf64_Shdr[(Elf64_Ehdr @ 0#B).e_shnum] %condition (Elf64_Ehdr @ 0#B).e_shnum > 0 %offset (Elf64_Ehdr @ 0#B).e_shoff
This map file defines a view of an ELF file as a header entry
ehdr
and an entry with a table of section headers shdr
.
The first section of the file, which spans until the separator line
containing %%
, is arbitrary Poke code which as we shall see,
gets evaluated before the map entries are processed. This is called
the map "prologue". In this case, the prologue contains a comment
explaining the purpose of the file, and a single statement load
that loads the elf.pk
pickle, since the entries below use
definitions like Elf64_Ehdr
that are defined by that pickle.
The prologue is useful to define Poke functions and other entities
that are then used in the definitions of the entries.
A separator line containing only %%
separates the prologue from
the next section, which is a list of entries definitions. Each entry
definition starts with a line %entry
, and has the following
attributes:
%name
Like ehdr
and shdr
. These names should follow the same
rules than Poke variables, but as we shall see later, map entries are
not Poke variables. This attribute is mandatory.
%type
This can be any Poke expression denoting a type, like int
,
Elf64_Ehdr
or Elf64_Shdr[(Elf64_Ehdr @ 0#B).e_shnum]
.
This attribute is mandatory.
%condition
If specified, will determine whether to include the entry in the map.
In the example above, the map will have an entry shdr
only if the
ELF file has one or more sections. Any Poke expression evaluating to
a boolean can be used as conditions. This attribute is optional:
entries not having a condition will always be included in the map.
%offset
Offset in the IO space where the entry will be mapped. Any Poke expression evaluating to an offset can be used as entry offset. This attribute is mandatory.
Next: Multiple Maps, Previous: poke Maps, Up: Maps and Map-files [Contents][Index]
So we have written our =self.map=, which denotes a view or structure of ELF files we are interested on, and that resides in the current working directory. How to use it?
The first step is to fire up poke and open some object file. Let’s
start with foo.o
:
(poke) .file foo.o
Now, we can load the map using the .map load
dot-command:
(poke) .map load self [self](poke)
The .map load self
command makes poke to look in certain
directories for a file called self.map
, and to load it. The
list of directories where poke looks for map files is encoded in the
variable map_load_path
as a string containing a maybe empty
list of directories separated by :
characters. Each directory
is tried in turn. This variable is initialized with suitable
defaults:
(poke) map_load_path "/home/jemarch/.poke.d:.:/home/jemarch/.local/share/poke:[...]"
Once a map is loaded, observe how the prompt changed to contain a
prefix [self]
. This means that the map self
is loaded
for the current IO space. You can choose to not see this information
in the prompt by setting the prompt-maps
option either at the
prompt or in your .pokerc:
poke) .set prompt-maps no
By default prompt-maps
is yes
. This prompt aid is
intended to provide a cursory look of the "views" or maps loaded for
the current IO space. If we load another IO space and switch to it,
the prompt changes accordingly:
(poke) [self](poke) .mem foo The current IOS is now `*foo*'. (poke) .ios #0 The current IOS is now `./foo.o'. [self](poke)
At any time the .info maps
dot-command can be used to obtain a
full list of loaded maps, with more information about them:
(poke) .info maps IOS Name Source #0 self ./self.map
In this case, there is a map self
loaded in the IO space
#0
, which corresponds to foo.o
.
Once we make foo.o
our current IO space, we can ask poke to
show us the entries corresponding to this map using another
dot-command:
: (poke) .map show self : Offset Entry : 0x0UL#B $self::ehdr : 0x208UL#B $self::shdr
This tells us there are two entries for self
in foo.o
:
$self::ehdr
and $self::shdr=
Note how map entries use
names that start with the $
character, then contain the name of
the map an the name of the entry we defined in the map file, separated
by ::
.
We can now use these entries at the prompt like if they were regular mapped variables:
[self](poke) $self::ehdr Elf64_Ehdr { e_ident=struct { ei_mag=[0x7fUB,0x45UB,0x4cUB,0x46UB], [...] }, e_type=0x1UH, e_machine=0x3eUH, [...] } (poke) $self::shdr'length 11UL
It is important to note, however, that map entries like
$foo::bar
are not part of the Poke language, and are
only available when using poke interactively. Poke programs and
scripts can’t use them.
Let’s now open another ELF file, and the =self= map in it:
(poke) .file /usr/local/lib/libpoke.so.0.0.0 (poke) .map load self [self](poke)
So now we have two ELF files loaded in poke: foo.o
and
libpoke.so.0.0.0
, and in both IO spaces we have the self
map loaded. We can easily see that the map entries are different
depending on the current IO space:
[self](poke) .map show self Offset Entry 0UL#B $self::ehdr 3158952UL#B $self::shdr [self](poke) .ios #0 The current IOS is now `./foo.o'. [self](poke) .map show self Offset Entry 0UL#B $self::ehdr 520UL#B $self::shdr
foo.o
is an object file, whereas libpoke.so.0.0.0
is a
DSO:
(poke) .ios #0 The current IOS is now `./foo.o'. [self](poke) $self::ehdr.e_type 1UH [self](poke) .ios #2 The current IOS is now `/usr/local/lib/libpoke.so.0.0.0'. [self](poke) $self::ehdr.e_type 3UH
The interpretation of the map entry $self::ehdr
is different
depending on the current IO space. This makes it possible to refer to
the “ELF header” of the current file.
Underneath, poke implements this by defining mapped variables and
“redirecting” the entry names $foo::bar
to the right variable
depending on the IO space that is currently selected. It hides all
that complexity from us.
Next: Auto-map, Previous: Loading Maps, Up: Maps and Map-files [Contents][Index]
It is perfectly possible (and useful!) to load more than one map in the same IO space. It is very natural for a single file, for example, to contain data that can be interpreted in several ways, or of different nature.
Let’s for example open again an ELF file, this time compiled with
-g
:
(poke) .file foo.o
We now load our self
map, to get a view of the file as a collection
of sections:
(poke) .map load self [self](poke)
And now we load the dwarf
map that comes with poke, to get a
view of the file as having debugging information encoded in DWARF:
[self(poke) .map load dwarf [dwarf,self](poke)
See how the prompt now reflects the fact that the current IO space contains DWARF info! Let’s take a look:
[dwarf,self](poke) .info maps IOS Name Source #0 dwarf /home/jemarch/gnu/hacks/poke/maps/dwarf.map #0 self ./self.map [dwarf,self](poke) .map show dwarf Offset Entry 0x5bUL#B $dwarf::info
Now we can access entries from any of the loaded maps, i.e. access the file in terms of different perspectives. As an ELF file:
[dwarf,self](poke) $self::shdr[1] Elf64_Shdr { sh_name=0xb5U#B, sh_type=0x11U, sh_flags=#<>, sh_addr=0x0UL#B, sh_offset=0x40UL#B, sh_size=0x8UL#B, sh_link=0x18U, sh_info=0xfU, sh_addralign=0x4UL, sh_entsize=0x4UL#b }
And as a file containing DWARF info:
[dwarf,self](poke) $dwarf::info Dwarf_CU_Header { unit_length=#<0x0000004eU#B>, version=0x4UH, debug_abbrev_offset=#<0x00000000U#B>, address_size=0x8UB#B }
If you are curious about how the DWARF entries are defined, look at
maps/dwarf.map
in the poke source distribution, or in your
installed poke (.info maps
will tell you the file the map got
loaded from.)
It is possible to unload or remove a map from a given IO space using
the .map remove
dot-command. Say we are done looking at the
DWARF in foo.o, and we are no longer interested in it as a file
containing debugging info. We can do:
[dwarf,self](poke) .map remove dwarf [self](poke)
Note how the prompt was updated accordingly: only self
remains
as a loaded map on this file.
Next: Constructing Maps, Previous: Multiple Maps, Up: Maps and Map-files [Contents][Index]
Certain maps make sense when editing certain types of data. For example, dwarf.map is intended to be used in ELF files. In order to ease using maps, poke provides a feature called auto mapping, which is disabled by default.
You can set auto mapping like this:
(poke) .set auto-map yes
When auto mapping is enabled, poke will look to the value of the
pre-defined variable auto_map
, which must contain an array of
pairs of strings, associating a regular expression with a map name.
For example, you may want to initialize auto_map
like this in
your .pokerc file:
auto_map = [[".*\\.mp3$", "mp3"], [".*\\.o$", "elf"], ["a\\.out$", "elf"]];
This will make poke to load =mp3.map= for every file whose name ends with .mp3, and elf.map for files having names like foo.o and a.out.
Following the usual pokeish philosophy of being as less as intrusive
by default as possible, the default value of auto_map
is the
empty string.
Next: Predefined Maps, Previous: Auto-map, Up: Maps and Map-files [Contents][Index]
As we have seen, we can define our own maps using map files like self.map, which contain a prologue and a set of map entries. However, sometimes it is useful to create maps “on the fly” while we explore some data with poke.
To make this possible, poke provides a suitable set of dot-commands. Let’s say we are poking some data, and we want to create a map for it. We can do that like this:
(poke) .map create mymap
This creates an empty map named mymap
, with no entries:
[mymap](poke) .map show mymap Offset Entry
Adding entries is easy. First, we have to map some variable, and then use it as the base for the new entry:
[mymap](poke) var foo = int[3] 0#B [mymap](poke) .map entry add mymap, foo [mymap](poke) .map show mymap Offset Entry 0x0UL#B $mymap::foo
Note how the entry $mymap::foo
gets created, associated to the
current IO space and mapped at the same offset than the variable
foo
.
We can remove entries from existing maps using the .map entry
remove
dot-command:
[mymap](poke) .map entry remove mymap, foo [mymap](poke) .map show mymap Offset Entry [mymap](poke)
We plan to add an additional command to save maps to map files. The idea is that you can create your maps on the fly, save them, and then load them back some other day when you are ready to continue poking. This is not implemented yet though.
Previous: Constructing Maps, Up: Maps and Map-files [Contents][Index]
GNU poke comes with a set of useful pre-written maps, which get installed in a system location. We want to expand this collection, so please send us your map files!
Next: Writing Binary Utilities, Previous: Maps and Map-files, Up: Top [Contents][Index]
GNU poke encourages the user to write little pieces of code in order to face spontaneous needs and fix situations. Is that name in the file encoded in a fixed array of characters padded with white spaces? No problem, just write a three lines function so you can update the file using a comfortable NULL-terminated string. Better than waiting for some poke maintainer to add that function for you, isn’t it?
Just save your functions in some personal .pk file that you load at startup, and your magic tricks bag will increase in time, making your poking more and more efficient.
However, when it comes to share the code with other people, it is important to follow certain conventions in order to achieve certain uniformity. This makes it easier for other people to discover what your hack provides, and how it works. It is this consistency, and these conventions, that makes some random .pk file a pickle.
This guide contains guidelines and recommendations for the pickle’s writer.
• Pretty-printers: | Conventions for pretty-printed output. | |
• Setters and Getters: | Anatomy getters and setters. |
Next: Setters and Getters, Up: Writing Pickles [Contents][Index]
Very often the structure of the data encoded in binary is not very intelligible. This is because it is usual for binary formats to be designed with goals in mind other than being readable by humans: compactness, detail etc.
In our pickle we of course want to provide access to the very finer detail of the data structures. However, we also want for the user to be able to peruse the data visually, and only look at the fine detail on demand.
Consider for example an ID3V1 tag data from some MP3 file. This is
the result of mapping a ID3V1_Tag
:
ID3V1_Tag { id=[0x54UB,0x41UB,0x47UB], title=[0x30UB,0x31UB,0x20UB,0x2dUB,0x20UB,...], artist=[0x4aUB,0x6fUB,0x61UB,0x71UB,0x75UB,...], album=[0x4dUB,0x65UB,0x6eUB,0x74UB,0x69UB,...], year=[0x20UB,0x20UB,0x20UB,0x20UB], data=struct { extended=struct { comment=[0x20UB,0x20UB,0x20UB,0x20UB,0x20UB,...], zero=0x0UB, track=0x1UB } }, genre=0xffUB }
Not very revealing. Fortunately, poke supports pretty printers. If a
struct type has a method called _print
, it will be used by poke
as a pretty printer if the pretty-print option is set:
(poke) .set pretty-print yes
By convention, the output of pretty-printers should always start with
#<
and end with >
. The convention makes it explicit for
the user that everything she sees between #<
and >
is
pretty-printed, and do not necessarily reflect the physical
structure of the data. Also some information may be missing. In
order to get an exact and complete description of the data, the user
should .set pretty-print no
and evaluate the value again at
the prompt.
For example, in the following BPF instructions it is obvious at first sight that the shown register values are pretty-printed:
BPF_Insn = { ... regs=BPF_Regs { src=#<%r3>, dst=#<%r0> } ... }
If the pretty-printed representation spans for more than one line,
please place the opening #<
in its own line, then the lines
with the data, and finally >
in its own line, starting at
column 0.
Example of the MP3 tag above, this time pretty-printed:
#< genre: 255 title: 01 - Eclipse De Mar artist: Joaquin Sabina album: Mentiras Piadosas year: comment: track: 1 >
Let’s say we are writing a pretty-printer method for a struct type that has an optional field. Like for example:
type Packet = struct { byte magic : magic in [MAGIC1,MAGIC2]; byte n; byte[n] payload; PacketTrailer trailer if magic == MAGIC2; }
In this case, the struct value will have a trailer
conditionally, which has to be tackled on the pretty-printer
somehow.
An approach that often works good is to replicate the logic in the optional field condition expression, like this:
struct { byte magic : magic in [MAGIC1,MAGIC2]; [...] PacketTrailer trailer if packet_magic2_p (magic); method _print = void: { [...] if (magic == MAGIC2) pretty_print_trailer; } }
This works well in this simple example. In case the expression is big and complicated, we can avoid rewriting the same expression by encapsulating the logic in a function:
fun packet_magic2_p = int: { return magic == MAGIC2; } type Packet = struct { byte magic : magic in [MAGIC1,MAGIC2]; [...] PacketTrailer trailer if packet_magic2_p (magic); method _print = void: { [...] if (packet_magic2_p (magic)) pretty_print_trailer; } }
However, this may feel weird, as the internal logic of the type
somehow leaks its natural boundary into the external function
packet_magic2_p
.
An alternative is to use the following idiom, that checks whether the field actually exists in the struct:
type Packet = struct { byte magic : magic in [MAGIC1,MAGIC2]; [...] PacketTrailer trailer if packet_magic2_p (magic); method _print = void: { [...] try pretty_print_trailer; catch if E_elem {} } }
This approach also works with unions:
type ID3V1_Tag = struct { [...] union { /* ID3v1.1 */ struct { char[28] comment; byte zero = 0; byte track : track != 0; } extended; /* ID3v1 */ char[30] comment; } data; [...] method _print = void: { [...] try print " comment: " + catos (data.comment) + "\n"; catch if E_elem { print " comment: " + catos (data.extended.comment) + "\n"; printf " track: %u8d", data.extended.track; } } }
Previous: Pretty-printers, Up: Writing Pickles [Contents][Index]
Given a struct value, the obvious way to access the value of a field is to just refer to it using dot-notation.
For example, for the following struct type:
type ID3V1_Tag = struct { [...] char[30] title; char[30] artist; char[30] album; char[4] year; [...] }
Suppose the find out the year in the tag is wrong, off by two years: the song was release in 1980, not in 1978!. Unfortunately, due to the bizarre way the year is stored in the file (as a sequence of digits encoded in ASCII, non-NULL terminated) we cannot just write:
(poke) tag.year = tag.year + 2 error
Instead, we can use facilities from the standard library and a bit of programming:
(poke) stoca (format ("%d", atoi (catos (tag.year)) + 2), tag.year)
The above line basically transforms the data we want to operate on (the tag year) from the stored representation into a more useful representation (from an array of character digits to an integer) then operates with it (adds two) then converts back to the stored representation. Let’s call this “more useful” representation the “preferred representation”.
A well written pickle should provide getter and setter methods for fields in struct types for which the stored representation is not the preferred representation. By convention, getter and setter methods have the following form:
method get_field preferred_type: { ... } method set_field (preferred_type val) void: { ... }
Using the get_
and set_
prefixes consistently is very
important, because the pokist using your pickle can easily find out
the available methods for some given value using tab-completion in the
REPL.
For example, let’s add setter and getter methods for the field
year
in the ID3V1 tag struct above:
type ID3V1_Tag = struct { [...] char[4] year; method get_year = int: { return atoi (catos (year)); } method set_year = (int val) void: { var str = format "%d", val; stoca (str, year); } [...] }
What constitutes the preferred representation of a field is up to the criteria of the pickle writer. For the tag above, I would say the preferred representations for the title, artist, album and year are string for title, artist and album, and an integer for the year.
Next: Configuration, Previous: Writing Pickles, Up: Top [Contents][Index]
GNU poke is, first and foremost, intended to be used as an interactive editor, either directly on the command line or using a graphical user interface built on it. However, since its conception poke was intended to also provide a suitable and useful foundation on which other programs, the so-called binary utilities, could be written. This chapter shows how to write Poke scripts and programs.
• Poke Scripts: | Using poke as an interpreter. | |
• Command-Line Arguments: | Handling command-line arguments. | |
• Exiting from Scripts: | Exit with an error status. | |
• Loading pickles as Modules: | Importing pickles in programs. | |
• elfextractor: | An example Poke binary utility. | |
• Filters: | Writing filters for binary data. |
Next: Command-Line Arguments, Up: Writing Binary Utilities [Contents][Index]
In interactive usage, there are two main ways to execute Poke code: at the interactive prompt (or REPL), and loading “pickles”.
Executing Poke code at the REPL is as easy as introducing a statement or expression:
(poke) print "Hello\n" Hello
Executing Poke code in a pickle is performed by loading the file containing the code:
(poke) .load say-hello.pk Hello
Where say-hello.pk contains simply:
print "Hello\n";
However, we would like to have Poke scripts, i.e. to be able to execute Poke programs as standalone programs, from the shell. In other words, we want to use GNU poke as an interpreter. This is achieved by using a shebang, which should appear at the top of the script file. The poke shebang looks like this:
#!/usr/bin/poke -L !#
The -L command line option tells poke that it is being used
as an interpreter. Additional arguments for poke can be specified
before -L (but not after). The #! ... !#
is an
alternative syntax for multi-line comments, which allows to have the
shebang at the top of a Poke program without causing a syntax error.
This nice trick has been borrowed from guile.
Therefore, we could write say-hello as a Poke script like this:
#!/usr/bin/poke -L !# print "Hello\n";
And then execute it like any other program or script:
$ ./say-hello
Next: Exiting from Scripts, Previous: Poke Scripts, Up: Writing Binary Utilities [Contents][Index]
When a Poke script is executed, the command line arguments passed to the script become available in the array argv. Example:
#!/usr/bin/poke -L !# for (arg in argv) print "Argument: " + arg + "\n";
Executing this script results in:
$ ./printargs foo bar 'baz quux' Argument: foo Argument: bar Argument: baz quux
Note how it is not needed to have an argc variable, since the number
of elements stored in a Poke array can be queried using an attribute:
argv'length
.
Note also that argv
is only defined when poke runs as an
interpreter:
$ poke [...] (poke) argv <stdin>:1:1: error: undefined variable 'argv' argv; ^~~~
Accessing the argv
is more than enough for many simple
programs. However, we may need a more sophisticated handling of
command-line options: support for both short and long style options,
adherence to the GNU coding standards, and the like. For these cases
poke provides a pickle argp
. See argp.
Next: Loading pickles as Modules, Previous: Command-Line Arguments, Up: Writing Binary Utilities [Contents][Index]
By default a Poke script will communicate a successful status to the environment, upon exiting:
$ cat hello #!/usr/bin/poke -L !# print "hello\n"; $ ./hello && echo $? 0
In order to exit with some other status code, most typically to signal
an erroneous situation, the Pokeish way is to raise an E_exit
exception with the desired exit status code:
raise Exception { code = EC_exit, exit_status = 1 };
This can be a bit cumbersome to write, so poke provides a more
conventional syntax in the form of an exit
function:
fun exit = (int<32> exit_code = 0) void: { raise Exception { code = EC_exit, exit_status = exit_code }; }
Using exit
, the above raise statement becomes the much simpler:
exit (1);
Next: elfextractor, Previous: Exiting from Scripts, Up: Writing Binary Utilities [Contents][Index]
Suppose we want to write a Poke program to extract the contents of sections in a given ELF object file. Extracting sections requires dealing with several data structures encoded in the ELF file, such as the header, the section header table, the string table (that contains the names of the sections) and so on. It would be of course possible to define Poke types for these structures in the script itself but, as it happens, GNU poke ships with an already written pickle that describes the ELF structures. It is called elf.pk.
So a script needing to mess with ELF data structures can just make use of elf.pk using the load construction:
load elf;
This looks for a file called elf.pk in a set of directories, which are predefined by poke, and loads it. The list of directories where poke looks for pickles is stored in the load_path variable as a colon separated list of directory names, and can be customized:
$ poke [...] (poke) load_path "/home/jemarch/.poke.d:.:/home/jemarch/.local/share/poke:..."
The default value of load_path
contains both user-specific
directories and system-wide directories. This assures that all the
pickles installed by poke are available, and that the user can load
her own pickles in her scripts.
Once a pickle is loaded in a script the types, functions and variables defined in it (either directly or indirectly by loading its own pickles) become available.
Next: Filters, Previous: Loading pickles as Modules, Up: Writing Binary Utilities [Contents][Index]
As an example, in this section we will be hacking a very simple utility called elfextractor, that extracts the contents of the sections of an ELF file, whose name is provided as an argument in the command line, into several output files. This is the synopsis of the program:
elfextractor file [section_name]
Where file is the name of the ELF file from which to extract sections, and an optional section_name specifies the name of the section to extract.
Say we have a file foo.o and we would like to extract its text section. We would use elfextractor like:
$ elfextractor foo.o .text
Provided foo.o indeed has a section named .text
, the
utility will create a file foo.o.text with the section’s
contents. Note how the names of the output files are derived
concatenating the name of the input ELF file and the name of the
extracted section.
If no section name is specified, then all sections are extracted. For example:
$ elfextractor foo.o $ ls foo.o* foo.o foo.o.eh_frame foo.o.shstrtab foo.o.symtab foo.o.comment foo.o.rela.eh_frame foo.o.strtab foo.o.text
This is a possible implementation of elfextractor:
#!/usr/bin/poke -L !# /* elfextractor - Extract sections from ELF64 files. */ load elf; if (!(argv'length in [1,2])) { print "Usage: elfextractor FILE [SECTION_NAME]\n"; exit (1); } var file_name = argv[0]; var section_name = (argv'length > 1) ? argv[1] : ""; try { var fd = open (file_name, IOS_M_RDONLY); var elf = Elf64_File @ fd : 0#B; for (shdr in elf.shdr where shdr.sh_type != 0x0) { var sname = elf.get_string (shdr.sh_name); if (section_name == "" || sname == section_name) save :ios elf'ios :file file_name + sname :from shdr.sh_offset :size shdr.sh_size; } close (fd); } catch (Exception e) { if (e == E_constraint) printf ("error: `%s' is not a valid ELF64 file\n", file_name); else if (e == E_io) printf ("error: couldn't open file `%s'\n", file_name); else raise e; exit (1); }
First the command line arguments are handled. The script checks
whether the right number of arguments have been passed (either 1 or 2)
exiting with an error code otherwise. The file name and the section
name are then extracted from the argv
array.
Once we have the file name and the optional desired section name, it is time to do the real work. The code is enclosed in a try-catch block statement, because some of the operations may result on exceptions being raised.
First, the ELF file whose name is specified in the command line is opened for reading:
var fd = open (file_name, IOS_M_RDONLY);
The built-in function open
returns a file descriptor that can
be subsequently used in mapping operations. If the provided file name
doesn’t identify a file, or if the file can’t be read for whatever
reason, an E_io
exception is raised. Note how the exception is
handled in the catch
block, emitting an appropriate diagnostic
message and exiting with an error status.
Once the ELF file is open for reading, we map an Elf64_File
on
it, at the expected offset (zero bytes from the beginning of the
file):
var elf = Elf64_File @ fd : 0#B;
If the file doesn’t contain valid ELF data, this map will fail and
raise an E_constraint
exception. Again, the catch
block
handles this situation.
At this point the variable elf
contains an Elf64_File
.
Since we want to extract the sections contained in the file, we need
to somehow iterate on them. The section header table is available in
elf.shdr
. A for-in-where loop is used to iterate on all the
headers, skipping the “null” ELF sections which are always empty,
and are characterized by a shdr.sh_type
of 0. An inner
conditional filters out sections whose name do not match the provided
name in the command line, if it was specified at all.
For each matching section we then save its contents in a file named
after the input ELF file, by calling a function save
, which is
provided by poke:
save :ios elf'ios :file file_name + sname :from shdr.sh_offset :size shdr.sh_size;
The above is exactly what we would have written at the poke REPL!
(modulus trailing semicolon). How is this supposed to work? Thing
is, GNU poke commands are implemented as Poke functions. Let’s
consider save
, for example. It is defined as a function having
the following prototype:
fun save = (int ios = get_ios, string file = "", off64 from = 0#B, off64 size = 0#B, int append = 0, int verbose = 0) void: { ... }
Once a Poke function is defined in the environment, it becomes available as such. Therefore, in a poke session we could call it like:
(poke) save (get_ios, "filename", 0#B, 12#B, 0, 1)
However, this is cumbersome and error prone. To begin with, we should
remember the name, position and nature of each argument accepted by
the command. What is even more annoying, we are forced to provide
explicit values for them, like in the example above we have to pass
the current IOS (the default), and 0 for append
(the default)
just to being able to set verbose
. Too bad.
To ease commanding poke, the Poke language supports an alternative syntax to call functions, in which the function arguments are referred by name, can be given in any order, and can be omitted. The command above can be thus written like:
(poke) save :from 0#B :size 12#B :verbose 1
This syntax is mostly intended to be used interactively, but nothing prevents to use it in Poke programs and scripts whenever it is deemed appropriate, like we did in elfextractor. We could of course have used the more conventional syntax:
if (section_name == "" || sname == section_name) save (elf'ios, file_name + sname, shdr.sh_offset, shdr.sh_size, 0, 0);
What style to use is certainly a matter of taste.
Anyhow, once the sections have been written out, the file descriptor
is closed and the program exits with the default status, which is
success. Should the save
function find any problem saving the
data, such as a full disk, not enough permissions or the like,
exceptions will be raised, caught and maybe handled by our
catch
block.
And this is it! The complete program is 44 lines long. This is a good example that shows how, given a pickle providing a reasonable description of some binary-oriented format (ELF in this case) poke can be leveraged to achieve a lot in a very concise way, free from the many details involved in the encoding, reading and writing of binary data.
Previous: elfextractor, Up: Writing Binary Utilities [Contents][Index]
The classic notion of filter in Unix-like systems and other Operating Systems is of a program that reads certain input using its standard input, realized some transformations on it, and writes the result on its standard output. The filter doesn’t need to operate on all the data at once, nor to buffer it: it reads input in chunks once it becomes available and is needed, and write output as necessary.
GNU poke provides the so called stream IO spaces in order to implement binary utilities that act like filters.
• Stream IO Spaces: | Standard input, output and error streams. | |
• Reading from Streams: | Reading and flushing input streams. | |
• Writing to Streams: | Writing and flushing output streams. | |
• pk-strings: | Putting everything together with a simple example. |
Next: Reading from Streams, Up: Filters [Contents][Index]
GNU poke provides support for opening and operating on several kinds of IO spaces: files, memory buffers, process memory, etc. An IO space can be opened for reading, for writing or both, and they all can be accessed randomly, i.e. to read or write some data from/to a particular offset in the IO space.
Writing a filter would involve to peek data from the standard input and then poke the data (maybe transformed) to the standard output or the standard error output. However, we know that these devices are not random oriented devices that can be accessed at any offset, but rather stream-like devices whose special characteristics are:
Given the above characteristics of streams like the standard input and output, it is clear we cannot use the File IO streams on them. It is also not clear how could we perform a map operation on a stream device: in poke these operations always require an explicit offset.
GNU poke solves this by providing three special IO spaces that the user can open using the following handlers:
<stdin>
Read-only stream IOS that is connected to the standard input of the poke process.
<stdout>
Write-only stream IOS that is connected to the standard output of the poke process.
<stderr>
Write-only stream IOS that is connected to the standard error of the poke process.
Opening these IO spaces is done exactly like with any other IO space. Example:
var stdin = open ("<stdin>");
Next: Writing to Streams, Previous: Stream IO Spaces, Up: Filters [Contents][Index]
Unlike normal Unix file descriptors, read-only poke streams are buffered. Let’s supposed we open the standard input:
var stdin = open ("<stdin>");
Then we map some data (one byte) at some particular offset:
var b = byte @ stdin : 28#B;
The mapping operation above causes poke to read 28 bytes from the
standard input and to set the variable b
to the 28-th byte.
The bytes read from the stream are still available (buffered) and the
offsets are still relative from the “beginning” of the standard
input:
var c = byte @stdin : 0#B;
The byte in c
is the byte that appeared in the standard input
27 bytes before the byte in b
.
This buffering is nice, and it is what allows us to access the standard input like if it were a random oriented device. However, it is obvious we would be in trouble if we filter big amounts of data, like in a network interface: we would likely use all available memory.
To allow filtering big amount of data, poke allows to flush the read-only streams. Flushing means that the buffered data in the read-only stream is “forgotten”, and trying to access it will result in an exception:
var stdin = open ("<stdin>"); var b = byte @ stdin : 28#B; var c = byte @ stdin : 29#B; flush (stdin, 29#B); var d = byte @ stdin : 30#B; var e = byte @ stdin : 20#B; /* Exception. */
Next: pk-strings, Previous: Reading from Streams, Up: Filters [Contents][Index]
Similarly, unlike normal Unix file descriptors, write-only poke streams are also buffered and can be accesses randomly:
var stdout = open ("<stdout>");
We can write to the output stream by mapping as usual:
byte @ stdout : 28#B = 0xff;
The mapping operation above writes 27 null bytes, i.e. it fills
until reaching the requested offset in the output stream. Then it
writes the byte 0xff
at offset 28 bytes. If we then write to
one of the buffered bytes:
byte @ stdout : 27#B = 0xab;
This results in updating the byte that will be written right before
the 0xff
once the output stream is flushed.
Again, we cannot buffer ad-infinitum: we would exhaust all available output. Therefore, XXX
Previous: Writing to Streams, Up: Filters [Contents][Index]
Below you can find a very simple Poke program that works like the
standard Unix utility strings
.
#!/usr/local/bin/poke -L !# /* Printable ASCII characters: 0x20..0x7e */ var stdin = open ("<stdin>"); var stdout = open ("<stdout>"); var offset = 0#B; try { flush (stdin, offset); var b = byte @ stdin : offset; if (b >= 0x20 && b <= 0x7e) byte stdout : iosize (stdout) = b; offset = offset + 1#B; } until E_eof; close (stdin); close (stdout);
Next: Time, Previous: Writing Binary Utilities, Up: Top [Contents][Index]
• pokerc: | User’s initialization file. | |
• Load Path: | Determining location of modules. | |
• Styling: | Changing the appearance of poke’s output. |
Next: Load Path, Up: Configuration [Contents][Index]
Upon invocation poke will read and execute the commands of an initialization file, if it exists: the pokerc file. There are two ways to keep an initialization file.
The simple, traditional way is to have a file named .pokerc in your home directory. GNU poke will look for a file like that first.
If .pokerc is not found your home directory, poke looks in the locations specified by the XDG Base Directory Specification9 for a file named poke/pokerc.conf. For example, you could use ~/.config/poke/pokerc.conf.
Which way is better depends on your specific requirements and taste.
GNU poke can be insturcted to not read the initialization file by
passing -q
or --no-init-file
in the command line.
Example of initialization file:
# My poke configuration. .set endian host .set obase 16 .set pretty-print yes pk_dump_cluster_by = 4 .load ~/.poke.d/mypickles.pk
Next: Styling, Previous: pokerc, Up: Configuration [Contents][Index]
The load_path
Poke variable contains a list of directories
separated by the colon character (:
). When a module is loaded
using the load
construction, these directories are searched in
sequential order for the file corresponding to the requested module.
Empty directory names and entries that do not name existing directories are ignored.
Some entries have special meanings:
%DATADIR%
This is interpreted as the system-wide datadir directory, that depends on the prefix where poke is installed.
For example, say you want to maintain .pk files in your
~/.poke.d directory. You will probably want to add that
directory to the load_path
, when poke initializes. A way to do
that is to add a command like this to your pokerc file:
load_path = getenv ("HOME") + "/.poke.d:" + load_path
If the environment variable POKE_LOAD_PATH
is defined in the
environment, its value is added to load_path
at poke startup
time.
Previous: Load Path, Up: Configuration [Contents][Index]
XXX
Next: Colors, Previous: Configuration, Up: Top [Contents][Index]
Systems encode time-stamps or dates in several ways. GNU poke provides support for some of them.
• POSIX Time: | The time pickle. |
In POSIX systems time is encoded as a certain number of seconds elapsed since some origin date, namely the first of January 1970. The time pickle provides two types for 32-bit and 64-bit POSIX time encodings:
POSIX_Time32 POSIX_Time64
A function ptime
is also provided, that prints a human-readable
representation of a POSIX date, given a number of seconds.
Colors are often found in binary data, encoded in several different ways. GNU poke provides several pickles that makes it easier to work with these colors.
• The Color Registry: | The color pickle. | |
• RGB24 Encoding: | Encoding colors with three bytes. |
Next: RGB24 Encoding, Up: Colors [Contents][Index]
The color pickle provides a registry of standard colors,
organized as a space of integers. Each integer identifies a standard
color, which are accessible as variables named color_*
after
the pickle is loaded. Example:
(poke) load color (poke) color_tomato 114
The purpose of having this register is to have a global namespace for colors that can be used in different pickles. The position of each color in the registry is totally unrelated to how the color may be encoded. Other pickles, as we shall see below, contain tables associating standard colors with their encoding, such as RGB.
If you want to add a new color that is not in the standard collection,
you can use the color_register
function, which gets no
arguments:
(poke) var mycolor = color_register (poke) mycolor 490
The total number of registered colors is recorded in the variable
color_num_colors
. You can use it to iterate on all the colors
in the register, from 0
to color_num_colors - 1
.
The index in the registry of the first user-defined color is hold in
the variable color_LAST
. For example, if you wanted to store
a frob per standard color, you would do it like:
(poke) type Frobs = Frob[color_LAST]
The pickle also provides a function color_name
that, given a
color code, returns a printable name for the color, i.e. a string
describing it. For user defined colors, this string is fixed:
(poke) color_name (23) "lavender blush" (poke) color_name (color_register) "user-defined color"
If a non-existent color code is passed to color_name
the
function raises E_out_of_bounds
:
(poke) color_name (color_num_colors) unhandled out of bounds exception
Previous: The Color Registry, Up: Colors [Contents][Index]
The RGB24 encoding encodes each color as a triplet of color beans, each beam indicating a level of red, green and blue respectively.
Types are provided for both the color beams, and the triplets:
type RGB24_Color_Beam = uint<8>; type RGB24_Color = RGB24_Color_Beam[3];
The indexes RGB24_RED
, RGB24_GREEN
and RGB24_BLUE
can be used to access to a specific beam of a given color:
(poke) rgb24_color[color_tomato][RGB24_GREEN] 99UB
The rgb24 pickle also provides a table associating poke
standard colors (see The Color Registry) with their RGB24
encodings. Once the pickle is loaded, this table is available in the
variable rgb24_color
. The table is to be indexed by color
codes:
(poke) load rgb24 (poke) rgb24_color[color_tomato] [255UB,99UB,71UB]
Next: Object Formats, Previous: Colors, Up: Top [Contents][Index]
• MP3: | Editing MP3 files. |
• ID3V1 Tags: | The id3v1 pickle. |
The id3v1 pickle provides abstractions in order to edit the metadata stored in a MP3 file.
The ID3V1 tags support the notion of song genre. The space for genres is from 0 to 254. The genre code 255 is reserved to mean “no genre”.
The table id3v1_genres
can be indexed with a code in order to
get the corresponding genre name:
(poke) id3v1_genres[14] "rhythm and blues"
Conversely, the function id3v1_search_genre
gives us the code
of a genre, given its name. The prototype of this function is:
fun id3v1_search_genre = (string name) uint<8>:
For example:
(poke) id3v1_search_genre ("rock") 17UB
If id3v1_search_genre
is given a name that doesn’t correspond
with any genre in the genres table, then E_inval
is raised.
The main data structure defined in the id3v1 pickle is
ID3V1_Tag
, which corresponds to a ID3V1 tag (surprise!).
Tags comprise the following information:
The specification does not mention any specific encoding for the entries that store text (such as title or artist), but it is safe to assume some ASCII-compatible encoding is used.
The text entries are stored as arrays of characters, and they are not finished by NULL characters. Instead the arrays of characters are filled with whitespaces (ASCII code 0x20) at the right. For example, the artist name Picasso encoded in ID3V1 would be:
['P','i','c','a','s','s','o',' ',' ', ..., ' ']
In order to ease the manipulation of the text fields, setters and getters are provided in order to handle these values as strings and not as whitespace-filled arrays of characters. Example:
(poke) tag.title [48UB,49UB,32UB,45UB,32UB,...] (poke) tag.get_title "01 - Eclipse De Mar"
Also for setters:
(poke) tag.set_title ("Join us Now") (poke) tag.title [74UB,111UB,105UB,110UB,32UB,...]
Setters and getters are also provided in order to manipulate the year as an integer value:
(poke) tag.year [0x31UB,0x39UB,0x38UB,0x30UB] (poke) tag.get_year 1980 (poke) tag.set_year (1988)
This chapter is of special interest to toolchain developers, people doing reverse-engineering, and similar low-level development activities.
• ELF: | Editing ELF files. | |
• Dwarf: | Editing DWARF data. |
Next: Dwarf, Up: Object Formats [Contents][Index]
XXX
Previous: ELF, Up: Object Formats [Contents][Index]
XXX
Next: Programming Emacs Modes, Previous: Object Formats, Up: Top [Contents][Index]
This chapter describes pickles whose purpose is to facilitate the writing of binary utilities in Poke.
• argp: | Handling of command-line options. |
Like any other program, Poke scripts often need to handle options
passed in the command line. The argp
pickle provides a
convenient and easy way to handle these arguments.
The main entry point of the pickle is the function argp_parse
,
with the following prototype:
fun argp_parse = (string program, string version = "", string summary = "", Argp_Option[] opts = Argp_Option[](), string[] argv = string[](), int allow_unknown = 0) string[]
Where program is the name of the program providing the
command-line options. version is either a string identifying
the version of the program, or the empty string. summary is a
short summary of what the program does. opts is an array of
Argp_Option
structs, each of which describe a command line
option and, in particular, a handler for that option. argv is
an array of string containing the command line elements to process.
Finally, allow_unknown specifies whether unknown options
constitute an error or not. This last option is useful in order to
support sub-parsers.
Once invoked, argp_parse
analyzes the command line provided in
argv, recognizes options, performs checks making sure that all
specified options are well formed, and that every option requiring an
argument gets one, invokes the handlers registered for each option,
and finally returns an array of non-option arguments in argv,
for further processing by the user.
Each Argp_Option
struct describes an option. They have this
form:
type Argp_Option = struct { string name; string long_name; string summary; string arg_name; int arg_required; Argp_Option_Handler handler; };
Where name is a string of size one character specifying the
short name for the option. long_name is a non-empty string of
any size specifying the long name for the option. summary is a
short paragraph with a summary of that the option does.
arg_name, if specified, is a string to be used to describe the
argument of the option in the --help
output. If arg_name
is not specified then "ARG"
is used. arg_required is a
boolean specifying whether the option accepts and expects an
argument. Defaults to 0. Finally, handler is a function that
will be invoked to process the option. The function has the following
prototype:
type Argp_Option_Handler = (string)void
The argp_parse
function provides default handlers for several
standard options:
--help
The default handler for this option prints out an usage message in the
standard GNU way, and exits. In particular, this output is compatible
with the help2man
utility.
--version
The default handler for this option prints out the name and the version of the program, and exits.
If the user provides handlers for the options above, these take precedence wrt the default handlers.
Several short options can be accumulated this way:
foo -qyz
The special option --
, if found in the command line, stops the
processing of options. Everything found about it is considered
non-option arguments.
Next: Vim Syntax Highlighting, Previous: Programs, Up: Top [Contents][Index]
GNU poke ships with a bunch of Emacs major modes that eases writing Poke and PVM assembly. This chapter documents these modes.
• poke-mode: | Major mode for writing Poke programs. | |
• poke-map-mode: | Major mode for writing map-files. | |
• poke-ras-mode: | Major mode for writing RAS programs. |
Next: poke-map-mode, Up: Programming Emacs Modes [Contents][Index]
poke-mode
is a major mode for editing Poke source files,
i.e. .pk files. It provides font-lock, auto-completion and
indentation features.
Next: poke-ras-mode, Previous: poke-mode, Up: Programming Emacs Modes [Contents][Index]
poke-map-mode
is a major mode for editing poke map-files. It
provides font-lock. See Maps and Map-files.
Previous: poke-map-mode, Up: Programming Emacs Modes [Contents][Index]
poke-ras-mode
is a major mode for editing PVM assembly. It is
used in the development of GNU poke. See the file libpoke/ras
in the source distribution for more information about RAS, our
Retarded Assembler.
Next: Dot-Commands, Previous: Programming Emacs Modes, Up: Top [Contents][Index]
GNU poke ships with a vim syntax highlighter for *.pk files. Normally this should be installed as part of your existing poke installation and work out of the box. If that is not the case this chapter explains how to install it manually.
• poke.vim: | Poke syntax highlighter |
Up: Vim Syntax Highlighting [Contents][Index]
etc/vim/syntax/poke.vim
is a syntax highlighter for Poke source
i.e. .pk files. To use it, first place the file in your
~/.vimrc/syntax/
folder on Unix based systems, or in
$HOME/vimfiles/syntax/
on Windows. There are a few ways to tell
Vim to use poke.vim
for .pk files, but the quickest is
to add the following line to your .vimrc
:
au BufRead,BufNewFile *.pk set filetype=poke
Next: Commands, Previous: Vim Syntax Highlighting, Up: Top [Contents][Index]
• load command: | Loading pickles. | |
• source command: | Executing commands in files. | |
• file command: | Opening and selecting file IO spaces. | |
• mem command: | Opening and selecting memory IO spaces. | |
• nbd command: | Opening and selecting NBD IO spaces. | |
• proc command: | Opening and selecting process IO spaces. | |
• sub command: | Opening IO sub-spaces. | |
• ios command: | Switching between IO spaces. | |
• close command: | Closing IO spaces. | |
• doc command: | Online manual. | |
• editor command: | Using an external editor for input. | |
• info command: | Getting information about open files, etc. | |
• set command: | Querying and setting global options. | |
• vm command: | Poke Virtual Machine services. | |
• exit command: | Exiting poke :( | |
• quit command: | Likewise. |
Next: source command, Up: Dot-Commands [Contents][Index]
.load
The .load
command loads a file containing Poke code and
compiles and executes it. These files usually have the extension
.pk.
If a relative path is provided, then prefix/share/poke is tried first as a base directory to find the specified file. If it is not found, then the current directory is tried next.
If the environment variable POKEDATADIR
is defined, it replaces
prefix/share/poke. This is mainly intended to test a
poke program before it gets installed in its final location.
If an absolute path is provided, it is used as-is.
Next: file command, Previous: load command, Up: Dot-Commands [Contents][Index]
.source
The .source
command executes command lines from some given
file. The syntax is:
.source path
where path is a path to the file containing the commands. See Command Files.
Next: mem command, Previous: source command, Up: Dot-Commands [Contents][Index]
.file
The .file
command opens a new IO space backed by a file, or
switches to a previously opened file. The syntax is:
.file path
where path is a path to a file to open, which can be relative to poke’s current working directory or absolute.
Tilde expansion is performed in path, much like it’s done in the
shell. This means you can include special characters like ~
(which will expand to your home directory) delimit the file name with
"
in case it includes leading or trailing blank characters,
etc.
When a new file is opened it becomes the current IO space. From that point on, every map executed in the REPL or while loading a Poke program will operate on that IO space:
(poke) .file foo.o The current file is now `foo.o'.
When .file
opens a file, it is opened in whatever mode makes
more sense: if the file allows to be written and read then the IO
space is open in read/write mode, for example.
If the specified file path doesn’t exist then poke emits an error.
However, the flag /c
( for “create”) can be passed to the
command to tell poke it should create a new file.
Next: nbd command, Previous: file command, Up: Dot-Commands [Contents][Index]
.mem
The .mem
command opens a new IO space backed by a memory
buffer. The syntax is:
.mem name
where name is the name of the buffer to create. Note that poke adds prefix and trailing asterisk characters, to differentiate file names from buffer names.
When a new memory buffer IOS is opened it becomes the current IO space. See file command.
Next: proc command, Previous: mem command, Up: Dot-Commands [Contents][Index]
.nbd
The .nbd
command opens a new IO space backed by an external
NBD server. The syntax is:
.nbd uri
where uri is the name of the newly created buffer, matching the NBD URI specification.
When a new NBD IOS is opened, it becomes the current IO space. See file command.
NBD support in GNU poke is optional, depending on whether poke was compiled against libnbd.
For an example of connecting to the guest-visible content of a qcow2 image, with the default export name as exposed by using qemu as an NBD server:
$ qemu-nbd --socket=/tmp/mysock -f qcow2 image.qcow2 $ poke (poke) .nbd nbd+unix:///socket=?/tmp/mysock The current file is now `nbd+unix:///socket=?/tmp/mysock'.
Next: sub command, Previous: nbd command, Up: Dot-Commands [Contents][Index]
.proc
The .proc
command opens a new IO space backed by the memory
mapped for some live process, or switches to a previously opened
process. The syntax is:
.proc pid
where pid is a process identifier. In most systems this is a number.
Next: ios command, Previous: proc command, Up: Dot-Commands [Contents][Index]
.sub
The .sub
command opens a new IO sub-space. The syntax is:
.sub ios, base, size[, name]
where ios is the tag of some existing IO space, base and size are integers denoting the base and size of the range covered by the sub-space (in bytes) and name is an optional name.
Next: close command, Previous: sub command, Up: Dot-Commands [Contents][Index]
.ios
A list of open files, and their corresponding tags, can be obtained
using the .info ios
command. Once a tag is known, you can
use the .ios
command to switch back to that file:
(poke) .ios #1 The current IOS is now `foo.o'.
Next: doc command, Previous: ios command, Up: Dot-Commands [Contents][Index]
.close
The .close
command closes the selected IO space. The syntax
is:
.close #tag
where #tag is a tag identifying an open IO space.
Note that closing an IO space with this dot-command implies closing any sub IO space having it as a base.
Next: editor command, Previous: close command, Up: Dot-Commands [Contents][Index]
.doc
The .doc
command is used to display this manual in poke’s REPL.
The syntax is:
.doc [node]
where node is an optional parameter which indicates the chapter or section at which the manual should be opened.
This command uses whatever documentation viewer configured using
.set doc-viewer
whose valid options are either
info
and less
.
Unless doc-viewer
is set to less
, this command
uses the info program (The GNU Texinfo Manual) to
interactively present the manual. If info is not installed, then less
is tried next.
When using less to display the documentation, the entry in the Table of Contents corresponding to the requested entry is highlighted. Just press / and then RET to jump to the corresponding section in the manual.
If neither info nor less are installed, the .doc
command
will fail. If poke is not running interactively then .doc
does nothing.
Next: info command, Previous: doc command, Up: Dot-Commands [Contents][Index]
.editor
The .editor
command (usually abbreviated as .edit
)
invokes an external text editor on a temporary file. You can then
put contents on that file, save it and exit the editor. At that point
poke will read the file contents, turn them into a single line and
execute them in the repl.
If poke is not running interactively, then .editor
does nothing.
The editor used is identified by the EDITOR
environment
variable.
Next: set command, Previous: editor command, Up: Dot-Commands [Contents][Index]
.info
The .info
command provides information about several kinds
of entities. The recognized sub commands are:
.info ios
Display a list of open files.
(poke) .info ios Id Type Mode Bias Size Name #1 FILE r 0x00000000#B 0x0000df78#B foo.o * #0 FILE rw 0x00000000#B 0x00000022#B foo.bson
The file acting as the current IO space is marked with an asterisk
character *
at the beginning of the file. The mode in which
the file is open is also specified. The Id
field is the tag of
the file that can be passed to the .file
command in order to
switch to it as the new current IO space:
(poke) .ios #1 The current file is now `foo.o'. (poke) .info ios Id Type Mode Bias Size Name * #1 FILE r 0x00000000#B 0x0000df78#B foo.o #0 FILE rw 0x00000000#B 0x00000022#B foo.bson
.info variables [regexp]
Shows a list of defined variables along with their current values and the location where the variables were defined. If a regular expression is provided then only the types whose name match the expression are listed. If a regular expression is provided then only the types whose name match the expression are listed.
.info functions [regexp]
Shows a list of defined functions along with their prototypes and the location where the functions were defined. If a regular expression is provided then only the types whose name match the expression are listed. If a regular expression is provided then only the types whose name match the expression are listed.
.info types [regexp]
Shows a list of defined types along with the locations where the types were defined. If a regular expression is provided then only the types whose name match the expression are listed.
.info type name
Prints a description of the type with name name.
Next: vm command, Previous: info command, Up: Dot-Commands [Contents][Index]
.set
The .set
command allows you to inspect and set the value of
global settings. The following invocations are valid:
.set
Prints all settings along with their values.
.set setting
Prints the value of the given setting.
.set setting value
Sets the value of setting to value.
The following settings can be handled with .set
:
pretty-print
This setting determines whether poke should use pretty-printers while printing out the written representation of struct values.
Pretty-printers are defined as methods named ‘_print’.
auto-map
This setting determines whether to automatically load map files when opening IO spaces.
The decision of what maps to load is driven by the contents of the array ‘auto_map’. Each entry in the array is an array whose first element is a regular expression, and the second element is the name of a map.
Example:
auto_map = [["\.o", "elf"], ["\.o", "dwarf"]];
The entry above makes poke to automatically load the maps ‘elf.map’ and ‘dwarf.map’ when opening any file whose name ends in ‘.o’, provided ‘auto-map’ is set to ‘yes’.
prompt-maps
This setting determines whether a list of open maps is displayed before the poke prompt.
Example of a prompt with map information and ‘prompt-maps’ set to ‘yes’:
(poke) .file foo.o [dwarf,elf](poke)
Which indicates that the opening of the IO space ‘foo.o’ resulted in the ‘elf.map’ and ‘dwarf.map’ maps to be automatically loaded.
omaps
This sort of misnamed setting determines whether to show the mapped offsets and element/field offsets of composite values like arrays and structs.
Example:
(poke) .set omaps yes (poke) [1,2,3] [0x1 @ 0x0UL#b,0x2 @ 0x20UL#b,0x3 @ 0x40UL#b] @ 0x0UL#b
This setting defaults to ‘no’.
obase
This setting determines the output numerical base to use when printing integral values like integers, offset magnitudes, and the like. The supported bases are 2 for binary, 8 for octal, 10 for decimal and 16 for hexadecimal.
oacutoff
This setting determines the maximum number of elements to output when printing out array values. Once the maximum number of elements is reached, an ellipsis ‘...’ is printed to represent the rest of the elements.
Example:
(poke) [1,2,3,4,5] [1,2,3,4,5] (poke) .set oacutoff 3 [1,2,3,...]
The default value is 0, which means no limit.
odepth
This setting determines the maximum number of nested structs to output when printing struct and union values. Once the maximum number of nested values is reached, a collapsed form ‘Type {...}’ is printed.
Example:
(poke) type Foo = struct { struct { int i; } bar; } (poke) Foo {} Foo { bar=struct {...} }
The default value for ‘odepth’ is 0, which means infinite depth.
oindent
This setting determines the width (in blank characters) of each indentation level when printing out struct values in ‘tree’ mode.
Example:
(poke) .set oindent 4 (poke) Foo {} Foo { i=0x0, l=0x0L }
This setting defaults to 2. See also ".help omode".
omode
This setting determines the way binary struct data is displayed.
In ‘flat’ mode data is not formatted in any special way. Each value, be it simple or composite, is printed on one line.
In ‘tree’ mode composite values like structs and arrays are displayed in an hierarchical way, using newlines and indentation.
Examples:
(poke) .set omode flat (poke) Foo {} Foo {i=0x0,l=0x0L}
(poke) .set omode tree (poke) Foo {} Foo { i=0x0, l=0x0L }
The default value of ‘omode’ is ‘flat’.
endian
This setting determines the byte endianness used when accessing IO spaces. Valid values are ‘big’, ‘little’, ‘host’ and ‘network’.
The meaning of ‘big’ and ‘little’ is the obvious one: the endianness is set to big-endian and little-endian respectively.
The ‘host’ endianness is the endianness used by the computer and operating system that is running poke in order to handle it’s own memory and files.
The ‘network’ endianness is the endianness used by the host machine in order to communicate with the network.
doc-viewer
This setting determines what mechanism to use to open the online user manual.
If ‘info’ is selected, the GNU info standalone program is launched to show the info version of the user manual.
If ‘less’ is selected, the less utility is launched ot show a plain text version of the user manual.
See also ".help .doc".
Next: exit command, Previous: set command, Up: Dot-Commands [Contents][Index]
.vm
The Poke Virtual Machine (PVM) executes the programs that are the
result of the compilation of what you write in the REPL or the pickles
you load. The .vm
command provides sub-commands to interact
with the PVM.
• .vm disassemble: | PVM and native disassembler. | |
• .vm profile: | Profiling Poke programs. |
Next: .vm profile, Up: vm command [Contents][Index]
.vm disassemble
The .vm disassemble
command provides access to the PVM
disassembler. It supports the following subcommands:
.vm disassemble expression expr
Dumps the assembler corresponding to the Poke expression expr.
.vm disassemble function function
Dumps the assembler corresponding to the Poke function called function. The function shall be reachable from the top-level.
.vm disassemble mapper expr
If expr is a mapped value, dumps the assembler corresponding to its mapper function.
.vm disassemble writer expr
If expr is a mapped value, dumps the assembler corresponding to its writer function.
The disassembler will provide a PVM disassembly by default, but it can
be passed the flag /n
to do a native disassembly instead in
whatever architecture running poke.
Previous: .vm disassemble, Up: vm command [Contents][Index]
.vm profile
The .vm profile
command provides access to the PVM profiler.
This profiler is only available if poke has been configured with PVM
profiling support. This command supports the following subcommands:
.vm profile reset
Resets the profiling counts in the virtual machine.
.vm profile show
Outputs a summary with both counts and sample information.
Next: quit command, Previous: vm command, Up: Dot-Commands [Contents][Index]
.exit
The .exit
command exits poke. The syntax is:
.exit [status]
Poke will terminate, returning the exit status status. If status is omitted, then the exit status zero will be returned.
Previous: exit command, Up: Dot-Commands [Contents][Index]
.quit
The .quit
command behaves exactly like .exit
.
See exit command.
Next: The Poke Language, Previous: Dot-Commands, Up: Top [Contents][Index]
• dump: | Binary dumps. | |
• copy: | Copying data around. | |
• save: | Save data into a file. | |
• extract: | Extract contents of values to memory IOS. | |
• scrabble: | Scrabble memory chunks based on patterns. |
dump
At the most basic level, memory can be examined byte by byte.
To do this, use the dump
command.
This command has the following synopsis.
dump [:from offset] [:size offset] [:ruler bool] [:ascii bool] [:group_by int] [:cluster_by int]
All arguments are optional, which means the simplest use of the command is
to simply type dump
:
(poke) dump 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000000: 9b07 5a61 4783 f306 4897 f37c fe39 4cd3 ..ZaG...H..|.9L. 00000010: b6a2 a578 8d82 7b7f 2076 374c 3eab 7150 ...x..{. v7L>.qP 00000020: 31df 8ecb 3d33 ee12 429b 2e13 670d 948e 1...=3..B...g... 00000030: 86f1 2228 ae07 d95c 9884 cf0a d1a8 072e .."(...\........ 00000040: f93c 5368 9617 6c96 3d61 7b92 9038 a93b .<Sh..l.=a{..8.; 00000050: 3b0d f8c9 efbd a959 88d0 e523 fd3b b029 ;......Y...#.;.) 00000060: e2eb 51d5 cb5b 5ba9 b890 9d7a 2746 72ad ..Q..[[....z'Fr. 00000070: 6cbd 6e27 1c7f a554 8d2e 77f9 315a 4415 l.n'...T..w.1ZD.
The first row is the ruler which serves as a heading for each subsequent row. On the left hand side is the offset of the io space under examination. The centre block displays the hexadecimal representation of each byte, and on the right hand side is their ascii representation. If a byte is not representable in ascii, then the byte will be displayed as a dot.
By default the dump
command reads from the currently
selected IO space. However, it is possible to specify an explicit IO
space using the ios
option:
(poke) var myfile = open ("/path/to/file") (poke) dump :ios myfile
• Information dump shows: | Changing what dump shows.
| |
• Presentation options for dump : | Changing how dump shows it.
|
Next: Presentation options for dump
, Up: dump [Contents][Index]
dump
showsBy default dump
displays 128 bytes of memory starting at offset 0#B.
You can change the quantity and starting offset by using the size
and from
arguments. For example:
(poke) dump :from 0x10#B :size 0x40#B 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 0123456789ABCDEF 00000010: b6a2 a578 8d82 7b7f 2076 374c 3eab 7150 ...x..{. v7L>.qP 00000020: 31df 8ecb 3d33 ee12 429b 2e13 670d 948e 1...=3..B...g... 00000030: 86f1 2228 ae07 d95c 9884 cf0a d1a8 072e .."(...\........ 00000040: f93c 5368 9617 6c96 3d61 7b92 9038 a93b .<Sh..l.=a{..8.;
Note that both the size
and from
arguments are offsets.
As such, both must be specified using #
and an appropriate unit.
(see Offset Literals).
The other arguments change the appearance of the dump.
If the ruler
argument is zero, then the ruler will be omitted:
(poke) dump :ruler 0 :size 0x40#B 00000000: b1fd 1608 2346 759c 46a6 aa94 6fcd 846a ....#Fu.F...o..j 00000010: e39f 473f 3247 415f 174d a32b ed89 a435 ..G?2GA_.M.+...5 00000020: d2c6 2c52 bc82 e0a7 e767 31ea 84de 41e5 ..,R.....g1...A. 00000030: 2add 2869 e9c2 226b e222 8c74 4b94 af24 *.(i.."k.".tK..$
To omit the ascii
representation of the memory, call dump
with the ascii
argument set to zero:
(poke) dump :ruler 0 :size 0x40#B :ascii 0 00000000: 4393 85e7 0b0c 3921 5a26 39ec 2f5f 5f15 00000010: cc46 e6f3 d50f 6ae6 8988 d50e f8c4 d1c6 00000020: 5a2f 7c3e 490b 18d8 d867 4b6f 2549 1f6c 00000030: 34a9 a0d7 24d2 e9ac 9240 8247 10cb 4ba1
Previous: Information dump
shows, Up: dump [Contents][Index]
dump
By default, the hexadecimal display shows two bytes grouped together,
and then a space. You can alter this behaviour using the group_by
parameter.
(poke) dump :ascii 0 :size 0x40#B :group_by 4#B 00000000: 68f19a63 df2a8886 c466631c a7fdd5c7 h..c.*...fc..... 00000010: 3075746a 0adb03ca f5b1ff14 6166fa07 0utj........af.. 00000020: 0dd3cfbd 8eff46a2 4152a81d 471beddf ......F.AR..G... 00000030: a0501cae 8bfcec6f 7a4f5701 45ba9fc3 .P.....ozOW.E...
Another parameter is the cluster_by
argument.
By setting cluster_by
to n, this
causes dump
to display an additional space after the nth
group has been displayed, and also in the corresponding position in
the ascii display:
(poke) dump :size 0x40#B :group_by 2#B :cluster_by 4 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 01234567 89ABCDEF 00000000: 91b8 540d d4dc 49ae 3320 ba7d efd1 16ab ..T...I. 3 .}.... 00000010: b1a8 5ea0 5846 8bea f741 3f80 42bc 201f ..^.XF.. .A?.B. . 00000020: 6e5e fa50 23fb f16a d380 be8c fc98 d195 n^.P#..j ........ 00000030: 7bbf fa3e 3fc2 43a4 2a1e 9763 2bd6 5d24 {..>?.C. *..c+.]$
Another variable that the user can customize is
pk_dump_nonprintable_char
. It defaults to '.'
, and
contains the character to use in the ASCII dump to represent a
non-printable character.
Not all bytes from an IO space can be read, depending on the kind of
IO device. When dump
cannot read a byte it will print
pk_dump_unknown_byte
instead, which is a string.
If the variable pk_dump_addr_hyperlinks
is 1 then the
dump
command will emit hyperlinks in the printed bytes.
Clicking on a byte value will result on the address of that byte to be
inserted at the prompt.
If you have a personal preference on how memory dumps should appear,
you can set the relevant pk_dump_*
variables. These
global variables serve as the defaults for dump
, so this way, you
will not need to explicitly pass them when you call the function.
copy
The command copy
allows to copy regions of data inside an IO
space, or between different IO spaces.
This command has the following synopsis.
copy [:from offset] [:to offset] [:size offset] [:from_ios ios] [:to_ios ios]
All arguments are optional. When invoked with no arguments,
copy
does nothing.
The arguments from
and size
determine the region to
copy. By default, this region is taken from the current IO space, but
this can be overwritten using the optional from_ios
argument.
The argument to
tells copy
where to copy the stuff.
It defaults to from
. Again, this offset is applied to the
current IO space by default, but this can be overwritten using the
to_ios
argument.
Note that it is allowed for the source and destination ranges to overlap.
save
Use the save
command in order to write a region from an IO
space into a file in your file system.
This command has the following synopsis.
save [:ios ios] [:from offset] [:size offset] [:file string] [:append bool] [:verbose bool]
All arguments are optional. When invoked with no arguments,
save
does nothing.
The arguments from
and size
are used to determine the
region of the IO space to save. This is how you would extract and
save the contents of an ELF section to a file out.text:
(poke) var s = elf_section_by_name (Elf64_Ehdr @ 0#B, ".text") (poke) save :file "out.text" :from s.sh_offset :size s.sh_size
Both from
and size
are arbitrary offsets. You should
keep in mind however that files are byte oriented. Therefore saving,
say, nine bits to a file will actually write two bytes.
By default save
will extract the data from the current
IO space. However, it is possible to specify an alternative IOS by
using the ios
argument.
By default save
will truncate the output file, if it exists,
before starting writing. If the argument append
is
set as true, however, it will append to the existing contents of the
file. In this case, the file should exist.
extract
Use the extract
command in order to create a temporary
memory IO space with the contents of a mapped value.
This command the has the following synopsis.
extract :val val :to ios_name
Where :val
is a mapped value, and :to is the name of the
memory IOS to create (or use). The contents of value are copied
to the beginning of the memory IOS *ios_name*
.
scrabble
The scrabble
command rearranges portions of an IO space
based on a transformation defined by a pair of patterns.
This command has the following synopsis:
scrabble [:from offset] [:size offset] [:from_pattern string] [:to_pattern string] [:ent_size offset] [:from_ios ios] [:to_ios ios]
The optional arguments are documented below.
:from offset
Beginning of the range in the origin IO space from where to start
rearranging units. Defaults to 0#B
.
:size offset
Size of the range to scrabble in the origin IO space. Defaults to
0#B
.
:from_pattern string
String specifying a sequence of units. Each character is an unit.
Defaults to ""
.
:to_pattern string
String specifying the scrabbled units. Each character is an unit. If
a character that doesn’t appear in the from_pattern
is found in
this string, it is ignored. Defaults to from_pattern
.
:ent_size offset
Size of the entities to scrabble around. Defaults to 1#B
.
:from_ios ios
IO space from where to obtain the data to scrabble. Defaults to the current IO space.
:to_ios ios
The IO space to where write the scrabbled data. Defaults to
from_ios
.
Next: The Standard Library, Previous: Commands, Up: Top [Contents][Index]
• Integers: | Whole numbers. | |
• Offsets: | Memory sizes and offsets. | |
• Strings: | NULL-terminated strings. | |
• Arrays: | Homogeneous collections. | |
• Structs: | Heterogeneous collections. | |
• Types: | Declaring types. | |
• Assignments: | Changing the value of variables. | |
• Compound Statements: | Sequences of statements. | |
• Conditionals: | Conditional statements and expressions. | |
• Loops: | Statements to iterate on conditions. | |
• Expression Statements: | Using expressions for their side-effects. | |
• Functions: | Procedural abstraction. | |
• Endianness: | Byte ordering. | |
• Mapping: | Accessing IO spaces. | |
• Exception Handling: | Dealing with exceptional conditions. | |
• Terminal: | Dealing with the terminal. | |
• Printing: | Output in Poke programs. | |
• Comments: | Documenting Poke programs. | |
• Modules: | Loading pickles from Poke programs. | |
• System: | Accessing the system from within Poke. | |
• VM: | Accessing the PVM in Poke programs. | |
• Debugging: | Debugging Poke programs. |
Next: Offsets, Up: The Poke Language [Contents][Index]
Most of the values manipulated in Poke programs are whole numbers, also typically known as integers in computing parlance. This is because integers are pervasive in binary formats, often featuring unusual characteristics in terms of size and/or alignment. Single bits denoting flags or packed small integers are good examples of this. In order to ease the manipulation of such entities, and unlike most programming languages, Poke provides integer types of any number of bits and a rich set of accompanying operators.
• Integer Literals: | Writing integers in different bases. | |
• Characters: | Another way to write small integers. | |
• Booleans: | Integers denoting truth values. | |
• Integer Types: | int<N> and uint<N>. | |
• Casting Integers: | Converting integers. | |
• Relational Operators: | Comparing integers. | |
• Arithmetic Operators: | Operating with integers. | |
• Bitwise Operators: | Getting and setting integer bits. | |
• Boolean Operators: | Equality and inequality. | |
• Integer Attributes: | Accessing properties of integer values. |
Next: Characters, Up: Integers [Contents][Index]
Integers literals can be expressed in several numeration bases.
Decimal numbers use the usual syntax [1-9][0-9]*
. For
example, 2345
.
Octal numbers are expressed using a prefix 0o
(or
0O
) followed by one or more digits in the range [0-7]
.
Examples are 0o0
, 0o100
and 0o777
.
Hexadecimal numbers are expressed using a prefix 0x
(or
0X
) followed by one or more hexadecimal digits in the range
[0-f]
. Examples are 0x0
and 0xfe00ffff
. Note
that both the x
in the prefix and the letters in the
hexadecimal number are case insensitive. Thus, 0XdeadBEEF
is a
valid (but ugly as hell) literal.
Binary numbers are expressed using a prefix 0b
(or
0B
) followed by one or more binary digits in the range
[0-1]
. Examples of binary literals are 0b0
and
0B010
.
Negative numbers, of any numeration base, are constructed using the
minus operator as explained below. Therefore the minus symbol
-
in negative numbers is not part of the literal themselves.
_
The character _
can appear anywhere in a numeric literal
except as the first character. It is ignored, and its purpose is to
make it easier for programmers to read them:
0xf000_0000_0000_0000 0b0000_0001_0000_0001
The type of a numeric literal is the smallest signed integer capable of holding it, starting with 32 bits, in steps of powers of two and up to 64 bits.10
So, for example, the value 2
has type int<32>
, but the
value 0xffff_ffff
has type int<64>
, because it is out of
the range of signed 32-bit numbers.
A set of suffixes can be used to construct integer literals of certain
types explicitly. L
or l
is for 64-bit integers.
H
or h
is for 16-bit integers (also known as
halves), B
or b
is for 8-bit integers (also known
as bytes) and n
or N
is for 4-bit integers (also
known as nibbles).
Thus, 10L
is a 64-bit integer with value
0x0000_0000_0000_000A
, 10H
is a 16-bit integer with
value 0x000A
and 10b
is a 8-bit integer with value
0x0A
.
Similarly, the signed or unsigned attribute of an integer can be
explicitly specified using the suffix u
or U
(the
default are signed types). For example 0xffff_ffffU
has type
uint<32>
and 0ub
has type uint<8>
. It is possible
to combine width-indicating suffixes with signedness suffixes:
10UL
denotes the same literal as 10LU
.
The above rules guarantee that it is always possible to determine the width and signedness of an integer constant just by looking at it, with no ambiguity.
Next: Booleans, Previous: Integer Literals, Up: Integers [Contents][Index]
8-bit unsigned integers can use an alternative literal notation that
is useful when working with ASCII character codes. Printable
character codes can be denoted with 'c'
.
Non-printable characters can be expressed using escape-sequences. The allowed sequences are:
\n
New-line character (ASCII 012).
\t
Tab character (ASCII 011).
\\
The backslash character.
\[0-9][0-9]?[0-9]?
Character whose ASCII code is the specified number, in octal.
Examples:
'o' '\n' '\t' '\\' '\0'
The type of a character literal is always char
, aka
uint<8>
.
Next: Integer Types, Previous: Characters, Up: Integers [Contents][Index]
Like in C, truth values in Poke are encoded using integers. Zero
(0
) denotes the logical value “false”, and any integer other
than zero denotes the logical value “true”.
Next: Casting Integers, Previous: Booleans, Up: Integers [Contents][Index]
Most general-purpose programming languages provide a small set of
integer types, each featuring a range corresponding to strategic
storage sizes: basically, signed and unsigned variants of 8, 16, 32,
64 bits. As we have seen in the previous sections, suffixes like
H
or L
are used in Poke for that purpose.
However, in conventional programming languages when integers having an “odd” width (like 13 bits, for example) get into play for whatever reason, the programmer is required to use the integer arithmetic operators (and sometimes bit-wise operators) herself, in a clever way, in order to achieve the desired results.
Poke, on the contrary, provides a rich set of integer types featuring different widths, in both signed and unsigned variants. The language operators are aware of these types, and will do the right thing when operating on integer values having different widths.
Unsigned integer types are specified using the type constructor
uint<n>
, where n is the number of bits. n
should be an integer literal in the range [1,64]
. Examples:
uint<1> uint<7> uint<64>
Similarly, signed integer types are created using the type constructor
int<n>
, where n is the number of bits. n
should be an integer literal in the range [1,64]
. Examples:
int<1> int<8> int<64>
Note that expressions are not allowed in the type integral constructor
parameters. Not even constant expressions. Thus, things like
int<foo>
and uint<2+3>
are not allowed.
Next: Relational Operators, Previous: Integer Types, Up: Integers [Contents][Index]
The right-associative unary operator cast as
can be used to
derive a new integer value having a different type from an existing
value.
For example, this is how we would create a signed 12-bit integer value holding the value 666:
(poke) 666 as int<12> (int<12>) 666
Note that the 666
literal is originally a 32-bit signed
integer. The cast performs the conversion.
Casts between integer types are always allowed, and never fail. If
the new type is narrower than the existing type, truncation may be
performed to accommodate the value in its new type. For example, the
expression 0x8765_4321 as uint<16>
evaluates to 0x4321
.
If the new type is wider than the existing type, either zero-extension
or sign-extension is performed depending on the signedness of the
operand.
The semantics of the sign-extension operation depends on the signedness of the value being converted, and on the currently selected encoding for negative numbers.
When using two’s complement encoding, converting a signed value will always sign-extend regardless of the signedness of the target type. Thus:
(poke) -2H as uint<32> 0xfffffffeU (poke) -2H as int<32> 0xfffffffe
Likewise, converting an unsigned value will always zero-extend regardless of the signedness of the target type. Thus:
(poke) 0xffffUH as uint<32> 0xffffU (poke) 0xffffUH as int<32> 0xffff
Next: Arithmetic Operators, Previous: Casting Integers, Up: Integers [Contents][Index]
The following binary relational operators are supported on integer values, in descending precedence order:
==
and inequality !=
.
<
and less or equal than <=
.
>
and greater or equal than >=
.
When applied to integer and character values, these operators implement an arithmetic ordering.
These operators resolve in boolean values encoded as 32-bit integers:
0
meaning false and 1
meaning true.
Next: Bitwise Operators, Previous: Relational Operators, Up: Integers [Contents][Index]
The following left-associative binary arithmetic operators are supported, in descending precedence order:
**
, multiplication *
, integer division /
, integer
ceil-division /^
and modulus %
.
+
and subtraction -
.
In all the binary arithmetic operations automatic promotions (coercions) are performed in the operands as needed. The rules are:
The following right-associative unary arithmetic operators are supported:
Finally, pre-increment, pre-decrement, post-increment and
post-decrement operators ++
and --
are supported.
Next: Boolean Operators, Previous: Arithmetic Operators, Up: Integers [Contents][Index]
The following left-associative bitwise binary operators are supported, in descending precedence order:
<<.
and bitwise shift right .>>
.
&
.
^
.
|
.
:::
.
Both <<.
and .>>
operators perform logical shifting.
Unlike in many other programming languages, arithmetic right-shifting
operators are not provided. This means that right shifting always
inserts zeroes at the most-significant side of the value operand,
whereas left shifting always inserts zeroes at the least-significant
side of the value operand.
Left shifting by a number of bits equal or bigger than the size of the
value operand is an error, and will trigger either a compile-time
error or a run-time E_out_of_bounds
exception. This does not
apply to right shifting.
Bitwise concatenation works with any integral type, of any bit length.
The following right-associative unary bitwise operators are supported:
Next: Integer Attributes, Previous: Bitwise Operators, Up: Integers [Contents][Index]
The following left-associative, short-circuited binary logical operators are supported, in descending precedence order:
=>
.
&&
.
||
.
The following right-associative unary logical operators are supported:
Previous: Boolean Operators, Up: Integers [Contents][Index]
The following attributes are defined for integer values.
size
Gives an offset with the storage occupied by the string. This includes the terminating null. Examples:
(poke) 10'size 0x20UL#b (poke) 10N'size 0x4UL#b (poke) (10 as int<1>)'size 0x1UL#b
signed
Gives 1 if the value is a signed integer, 0 otherwise. Examples:
(poke) 10'signed 1 (poke) 10UL'signed 0
mapped
Always 0 for integers. (see Mapping).
Next: Strings, Previous: Integers, Up: The Poke Language [Contents][Index]
Poke uses united values to handle offsets and data sizes. This is a very central concept in poke.
• Offset Literals: | Denoting offsets in Poke. | |
• Offset Units: | Pears and potatoes. | |
• Offset Types: | offset<…>. | |
• Casting Offsets: | Converting offsets. | |
• Offset Operations: | Operating with offsets. | |
• Offset Attributes: | Accessing properties of offset values. |
Next: Offset Units, Up: Offsets [Contents][Index]
Poke provides a convenient syntax to provide united values, which are called offsets (because in a binary editor you mostly use them to denote offsets in the file you are editing):
12#B 7#b 1024#KB
The offsets above denote twelve bytes, seven bits and one thousand twenty four kilobytes, respectively. The unit can be separated from the magnitude by blank characters, so you can write the following instead if you are so inclined:
12 #B 7 #b (1024 * 1024) #Kb
Note how the magnitude part of an offset doesn’t need to be constant.
If the variable a
contains an integer, this is how you would
denote “a bytes”:
a#B
In the offset syntax units are specified as #unit
, where
unit is the specification of an unit. See the next section for
details.
Next: Offset Types, Previous: Offset Literals, Up: Offsets [Contents][Index]
There are several ways to express the unit of an offset, which is always interpreted as a multiple of the basic unit, which is the bit (one bit).
The first way is to refer to an unit by name. For example, 2#B
for two bytes. Units are defined using the unit
construction:
unit name = constant_expression [, name = constant_expression]...;
where name is the name of the unit, and constant_expression is a constant expression that should evaluate to an integral value. The resulting value is always coerced into an unsigned 64-bit integer.
Note that unit names live in a different namespace than variables and types. However, when a given name is both a type name and an unit name in an unit context, the named unit takes precedence:
(poke) type xx = int (poke) unit xx = 2 (poke) 1#xx 1#2
Many useful units are defined in the standard library. See Standard Units.
It is also possible to express units in multiples of the base unit, which is the bit. Using this syntax, it becomes possible to express offsets in any arbitrary unit, as disparate as it may seem:
17#3 0#12 8#1
That’s it: 17 units of 3 bits each, zero units of 12 bits each, and eight units of 1 bit each. Note that the unit should be greater than 0.
But then, why stop there? Poking is all about defining data structures and operating on them… so why not use these structures as units as well? Consider the following struct:
type Packet = struct { int i; long j; };
The size of a Packet
is known at compile time (which is not
generally true for Poke structs). Wouldn’t it be nice to use it as a
unit in offsets? Sure it is:
23#Packet
The above is the size occupied by 23 packets. Any type whose size is known at compile time can be specified as an offset unit.
Expressing offsets as united values also relieves the programmer from doing many explicit unit conversions: poke can do them for you. Consider for example an ELF section header. One of its fields is the size of the described section, in bytes:
type Elf64_Shdr = struct { … offset<Elf64_Xword,B> sh_size; … };
If a given section is to contain, say, relocations with addends, we can set its size doing something like this:
shdr.sh_size = 10#Elf64_Rela;
Instead of doing the conversion to bytes explicitly.
If the magnitude of an offset is 1 then it is allowed to omit it
entirely. To denote one kilobyte, for example, we can write
#KB
.
Next: Casting Offsets, Previous: Offset Units, Up: Offsets [Contents][Index]
Offset types are denoted as offset<base_type,unit>
,
where base_type is an integer type and unit the
specification of an unit.
The offset base type is the type of the magnitude part of the united value. It can be any integer type, signed or unsigned, of any size.
The unit specification should be one of the unit identifiers that are allowed in offset literals (see above), a constant positive integer or the name of a Poke type whose size is known at compile time.
Let’s see some examples. A signed 32-bit offset expressed in bytes
has type offset<int<32>,B>
. An unsigned 12-bit offset
expressed in kilobits has type offset<uint<12>,Kb>
. The latter
type can also be written using an explicit integer unit like in
offset<uint<12>,1024>
. Finally, a signed 64-bit offset in units
of “packets”, where a packet is denoted with a Poke type
Packet
has type offset<uint<64>,Packet>
.
Next: Offset Operations, Previous: Offset Types, Up: Offsets [Contents][Index]
The right-associative unary operator cast as
can be used to
derive a new offset value having a different type from an existing
value.
For example, this is how we would create a signed 12-bit offset in units bytes:
(poke) 1024#b as offset<int<12>,B> (int<12>) 128#B
The same rules governing conversion of integers apply for the magnitude part. Depending on the unit, there can be truncation, like in:
(poke) 9#b as offset<int,B> 1#B
Next: Offset Attributes, Previous: Casting Offsets, Up: Offsets [Contents][Index]
Poke supports a little algebra for offsets.
The addition or subtraction of two offsets results in another offset. Examples:
(poke) 1#B + 1#b 9#b (poke) 2#KB - 1024#B 1024#B
The unit of the result is the greatest common divisor of the units of the operands.
The operators ++
and --
, in their prefix and suffix
versions, can be applied to offsets as well. The step used in the
increment/decrement is one unit.
Multiplying an offset by a magnitude gives you another offset. Examples:
(poke) 8#b * 2 16#b (poke) 16#MB * 0 0#MB
The unit of the result is the same as the unit of the offset operand.
Note that multiplying two offsets is not supported. This makes sense,
since computer memory is linear, and therefore it wouldn’t make any
sense to have units like #B2
.
Dividing two offsets gives you a magnitude. Examples:
(poke) 16#b / 1#B 2 (poke) 1024#MB / 512#Mb 16
Dividing offsets is the Pokish way of converting memory magnitudes between different units: just use units like you do when doing physics or working with units in other contexts.
For example, using the syntactic trick of omitting the magnitude (in which case it is assumed to be 1) it is very natural to write something like the following to convert from kilobits to bytes:
(poke) 24 #Kb/#B 3072
There is also a ceil-division operator for offsets, with the same semantics as the ceil-division for integers:
(poke) 10#B /^ 3#B 4
Dividing an offset by an integer gives you an offset. Example:
(poke) 8#B / 2 4#B
The modulus of two offsets gives you another offset with the expected semantics. Examples:
(poke) 9#b % 1#B 1#b (poke) 1#B % 9#b 8#b
The unit of the result is the greatest common divisor of the units of the operands.
Previous: Offset Operations, Up: Offsets [Contents][Index]
The following attributes are defined for offset values.
size
Gives an offset with the storage occupied by the offset. Examples:
(poke) 10#B'size 0x20UL#b (poke) 10N#B'size 0x4UL#b
magnitude
Gives the magnitude part of the offset. Examples:
(poke) 10#B'magnitude 10 (poke) 2H#b'magnitude 2H
unit
Gives a number with the unit of the offset, expressed in bits. Examples:
(poke) 10#B'unit 8UL (poke) 2H#b'unit 1UL
mapped
Always 0 for offsets. (see Mapping).
Next: Arrays, Previous: Offsets, Up: The Poke Language [Contents][Index]
Poke supports a notion of strings which is very similar to the C programming language: a string value is a sequence of characters that is terminated by the so-called null character.
The standard library provides functions which process strings. See String Functions.
• String Literals: | Writing string values. | |
• String Types: | string. | |
• String Indexing: | Accessing the characters of a string. | |
• String Concatenation: | Building new strings. | |
• String Attributes: | Accessing properties of string values. | |
• String Formatting: | Composing strings from values. |
Next: String Types, Up: Strings [Contents][Index]
NULL-terminated sequences of ASCII codes can be denoted using the following syntax:
"foo"
Poke string values are very similar to C strings. They comprise a
sequence of 8-bit character codes, terminated by the value 0UB
.
The following escape sequences are supported inside string literals:
\n
Denotes a new line character.
\t
Denotes an horizontal tab.
\\
Denotes a backlash \
character.
\"
Denotes a double-quote "
character.
\num
num is a number in the range 1 to 255 (inclusive) in base 8.
\xnum
num is a number in the range 1 to 255 (inclusive) in base 16.
Strings cannot contain 0UB
character, and inserting one using
escape sequences (\0
or \x0
) leads to compilation error.
Next: String Indexing, Previous: String Literals, Up: Strings [Contents][Index]
Every string value in Poke is of type string
.
Next: String Concatenation, Previous: String Types, Up: Strings [Contents][Index]
Poke supports accessing the characters in a string using the array
indexing notation. The indexes are in the [0,n]
range,
where n is the length of the string minus one. Note the length
doesn’t include the null character, i.e. it is not possible to access
the terminating null. Examples:
(poke) "foo"[0] 0x66UB (poke) "foo"[1] 0x6fUB
If the passed index is less than zero or it is too big, an
E_out_of_bounds
exception is raised:
(poke) "foo"[-1] unhandled out of bounds exception (poke) "foo"[3] unhandled out of bounds exception
Next: String Attributes, Previous: String Indexing, Up: Strings [Contents][Index]
Strings can be concatenated using the +
operator. This works
like this:
(poke) "foo" + "bar" "foobar"
Note how the null character terminating the first string is removed.
Therefore, the length of the concatenation of two given strings
of lengths N
and M
is always N+M-1
.
Concatenation and indexing are useful together for building strings. A string can be created empty, and additional characters added to it by means of concatenation:
(poke) var bytes = ""; (poke) bytes = bytes + 'x' as string;
Then, we can retrieve characters from the string we built using indexing:
(poke) bytes[0] 0x78UB
Additionally, the *
operator allows to “multiply” a string by
concatenating it with itself a given number of times. This works like
this:
(poke) "foo" * 3 "foofoofoo" (poke) "foo" * 0 ""
This is useful for building strings whose length is not known at compile time. For example:
fun make_empty_string = (int length) string: { return " " * length; }
Next: String Formatting, Previous: String Concatenation, Up: Strings [Contents][Index]
The following attributes are defined for string values.
length
Gives the number of characters composing the string, not counting the terminating null. Examples:
(poke) "foo"'length 3UL (poke) ""'length 0UL
size
Gives an offset with the storage occupied by the string. This includes the terminating null. Examples:
(poke) "foo"'size 32UL#b (poke) ""'size 8UL#b
mapped
Always 0 for strings. (see Mapping).
Previous: String Attributes, Up: Strings [Contents][Index]
Poke provides a built-in function format
that can be used in
order to format, or build, a string value that is derived from a set
of zero or more Poke values:
format (fmt[, value…])
Where fmt is a format string that interpreted verbatim but for
predefined format tags which start with %
. These format
tags are interpreted especially. See printf.
Example:
var s = format ("Age is %i32d.", 66);
The value of the variable s
is "Age is 66."
.
Next: Structs, Previous: Strings, Up: The Poke Language [Contents][Index]
Arrays are homogeneous collections of values.
• Array Literals: | Writing array values. | |
• Array Types: | Bounded and unbounded arrays. | |
• Casting Arrays: | Converting arrays from one type to another. | |
• Array Constructors: | Constructing array values. | |
• Array Comparison: | Comparing array values. | |
• Array Indexing: | Accessing values stored in arrays. | |
• Array Trimming: | Working with array pieces. | |
• Array Elements: | Checking for array elements. | |
• Array Concatenation: | Concatenating the elements of arrays. | |
• Array Attributes: | Accessing properties of array values. |
Next: Array Types, Up: Arrays [Contents][Index]
Array literals are constructed using the following syntax:
[exp,exp…]
where exp is an arbitrary expression.
For example, [1,2,3]
constructs an array of three signed 32-bit
integers. Likewise, ['a','b','c']
constructs an array of three
unsigned 8-bit integers (characters). For convenience, a trailing
comma is accepted but not required.
The type of the array literal is inferred from the type of its elements. Accordingly, all the elements in an array literal must be of the same type. Examples of invalid array literals, that will raise a compilation-time error if evaluated, are:
[1,2u,3] [1,0xffff_ffff,3] ['a',"b",'c']
Array literals must contain at least one element. Accordingly,
[]
is not a valid array literal.
This is how a 3x3
matrix could be constructed using an array of
arrays:
[[1,2,3],[4,5,6],[7,8,9],]
It is possible to refer to specific elements when constructing array
literals. For example, [1,2,3,.[3] = 4]
denotes the same
array as [1,2,3,4]
.
This allows creating arrays without having to specify all its
elements; every unspecified element takes the value of the first
specified element to its right. For example, [.[2] = 2]
denotes the same array as [2,2,2]
.
Note that an array element can be referenced more than once. When
that happens, the final value of the element is the last specified.
For example, [1,2,3,.[1]=10]
denotes the array [1,10,3]
.
Next: Casting Arrays, Previous: Array Literals, Up: Arrays [Contents][Index]
There are three different kind of array types in Poke.
Unbounded arrays have no explicit boundaries. Examples are
int[]
or Elf64_Shdr[]
. Arrays can be bounded by
number of elements specifying a Poke expression that evaluates to an
integer value. For example, int[2]
. Finally, arrays can be
bounded by size specifying a Poke expression that evaluates to
an offset value. For example, int[8#B]
.
The type of an array literal is always bounded by number of elements.
For example, the type of [1,2,3]
is int[3]
. If what we
want is an unbounded array literal we can obtain it with a case like
[1,2,3] as int[]
.
Poke arrays are rather peculiar. One of their seemingly bizarre characteristics is the fact that the expressions calculating their boundaries (when they are bounded) evaluate in their own lexical environment, which is captured. In other words: the expressions denoting the boundaries of Poke arrays conform closures. Also, the way they evaluate may be surprising. This is no capricious.
When an array type is bounded, be it by number of elements or by size, the expression indicating the boundary doesn’t need to be constant and it can involve variables. For example, consider the following type definition:
var N = 2; type List = int[N*2];
Let’s map a List
at some offset:
(poke) List @ 0#B [0x746f6f72,0x303a783a,0x723a303a,0x3a746f6f]
As expected, we get an array of four integers. Very good,
obviously the boundary expression N*2
got evaluated
when defining the type List
, and the result of the
evaluation was 4
, right?. Typical semantics like in my
garden variety programming language…? Right?!?
Well, not really. Let’s modify the value of N
and map
a List
again…
(poke) N = 1 (poke) List @ 0#B [0x746f6f72,0x303a783a]
Yes, The boundary of the array type changed… on, this is Poke, was you really expecting something typical? ;)
What happens is that at type definition time the lexical environment is captured and a closure is created. The body of the closure is the expression. Every time the type is referred, the closure is re-evaluated and a new value is computed.
Consequently, if the value of a variable referred in the expression changes, like in our example, the type itself gets updated auto-magically. Very nice but, why is Poke designed like this? Just to impress the cat? Nope.
In binary formats, and also in protocols, the size of some given data
is often defined in terms of some other data that should be decoded
first. Consider for example the following definition of a
Packet
:
type Packet = struct { byte size; byte[size] payload; };
Each packet contains a 8-bit integer specifying the size of the
payload transported in the packet. The payload, a sequence of
size
bytes, follows.
In struct types like the above, the boundaries of arrays depend on fields that have been decoded before and that exist, like variables, in the lexical scope captured by the struct type definition (yes, these are also closures, but that’s for another article.) This absolutely depends on having the array types evaluate their bounding expressions when the type is used, and not at type definition time.
To show this property in action, let’s play a bit:
(poke) var data = byte[4] @ 0#B (poke) data[0] = 2 (poke) data[1] = 3 (poke) data[2] = 4 (poke) data[3] = 5 (poke) dump 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 00000000: 0203 0405 0000 0000 0000 0000 0000 0000 00000010: 0000 0000 0000 0000 0000 0000 0000 0000 (poke) var p1 = Packet @ 0#B (poke) var p2 = Packet @ 1#B (poke) p1 Packet {size=0x2UB,payload=[0x3UB,0x4UB]} (poke) p2 Packet {size=0x3UB,payload=[0x4UB,0x5UB,0x0UB]}
Now, let’s change the data and see how the sizes of the payloads are adjusted accordingly:
(poke) data[0] = 1 (poke) data[1] = 0 (poke) p1 Packet {size=0x1UB,payload=[0x0UB]} (poke) p2 Packet {size=0x0UB,payload=[]}
So, as we have seen, Poke’s way of handling boundaries in array types allows data structures to adjust to the particular data they contain, so usual in binary formats. This is an important feature, that gives Poke part of its feel and magic.
Next: Array Constructors, Previous: Array Types, Up: Arrays [Contents][Index]
There are two kinds of casts for array values:
For example, we have seen that the type of an array literal is always
bounded by a constant number of elements. Thus the type of
[1,2,3]
is int[3]
.
We could cast the value above to an unbounded array type by doing:
[1,2,3] as int[]
Or to an array bounded by size:
[1,2,3] as int[12#B]
Of course trying to cast an array value to a type for which the bounding restrictions will fail. This will give you a compile-time error:
[1,2,3] as int[4]
And this will result in a run-time error:
(poke) [1,2,3] as int[13#B] unhandled conversion error exception
Now let’s see how Poke reinterprets integral arrays as integers:
(poke) [0xdeUB,0xadUB] as uint16 0xdeadUH (poke) [0xdeUB,0xadUB,0UB] as int 0xdead00
Trying to cast an array with a size larger than 64-bit will result in an error:
(poke) [1,2,3] as int unhandled conversion error exception arrays bigger than 64-bit cannot be casted to integral types
It also works for nested arrays and arrays of integral structs (See Integral Structs):
(poke) type Foo = struct uint { int16 hi; int16 lo; }; (poke) [[Foo{ hi=0xdeadH, lo=0xbeefH}],[Foo{}]] as ulong 0xdeadbeef00000000UL
The way it works is like putting all array elements in an
uint<64>
number and then casting that number to the
destination integral type.
Next: Array Comparison, Previous: Casting Arrays, Up: Arrays [Contents][Index]
Array literals can only specify arrays which a constant number of elements. They also require initial values for their elements, and it is also not possible to construct an array literal denoting an empty array of some given type.
Array constructors provide a suitable way to build such array values. The syntax is:
array_type ([value])
Where array_type is an array type, or the name of an array type, and value is an optional argument that specify the value to which the elements of the new array are initialized. If no value is provided in the constructor then default values are calculated.
Examples:
(poke) int[]() [] (poke) int[2]() [0,0] (poke) int[2](10) [10,10] (poke) offset<int,B>[2](16#b) [2#B,2#B] (poke) string[3]() ["","",""] (poke) int[][3](int[2](666)) [[666,666],[666,666],[666,666]] (poke) Packet[3]() [Packet {...}, Packet {...}, Packet {...}]
Next: Array Indexing, Previous: Array Constructors, Up: Arrays [Contents][Index]
The equality operator (==
) and the inequality operator
(!=
) can be applied to arrays. Examples:
(poke) [1,2,3] == [1,2,3] 1 (poke) [[1,2],[3,4]] != [[5,6],[7,8]] 1
Note that the array elements are compared recursively.
Next: Array Trimming, Previous: Array Comparison, Up: Arrays [Contents][Index]
Arrays are indexed using the usual notation, providing an index
enclosed between square brackets with [
and ]
:
(poke) [1,2,3][0] 1 (poke) [1,2,3][1] 2
The index should be an expression that evaluates to an integer value, and it is promoted to an unsigned 64-bit integer when needed.
The valid range for the index is [0,n]
where n is
the number of elements stored in the array minus one. If the passed
integer is out of that range, an E_out_of_bounds
exception is
raised:
(poke) [1,2,3][-1] unhandled out of bounds exception (poke) [1,2,3][3] unhandled out of bounds exception
Next: Array Elements, Previous: Array Indexing, Up: Arrays [Contents][Index]
Indexing is used to fetch elements from arrays. Another operation, called trimming, allows you to extract a subset of the array, as another array.
Trims use the following notation, where a range is specified between square brackets. The left sides of the range are closed, whereas the right sides of the range are open:
(poke) [1,2,3][0:2] [1,2] (poke) [1,2,3][1:2] [2] (poke) [1,2,3][0:3] [1,2,3]
If the minimum side of the range is omitted, it is assumed to be zero. If the maximum side of the range is omitted, it is assumed to be the length of the trimmed array:
(poke) [1,2,3][:2] [1,2] (poke) [1,2,3][1:] [2,3] (poke) [1,2,3][:] [1,2,3]
The elements of the base array and the trimmed sub-array are copied by shared value, exactly like when passing arguments to functions. This means that for simple types, copies of the elements are done:
(poke) var a = [1,2,3] (poke) var s = a[1:2] (poke) s[0] = 66 (poke) a [1,2,3]
However, for complex types like arrays and structs, the values are shared:
(poke) var a = Packet[] @ 0#B (poke) var s = a[1:2] (poke) s[0].field = 66 (poke) a[1].field 66
There is an alternative syntax that can be used in order to denote trims, in which the length of the trim is specified instead of the index of the second element. It has this form:
(poke) [1,2,3][0+:3] [1,2,3] (poke) [1,2,3][1+:2] [2,3] (poke) [1,2,3][1+:0] []
Next: Array Concatenation, Previous: Array Trimming, Up: Arrays [Contents][Index]
The in
operator can be used to determine whether a given
element is stored in an array. Examples:
(poke) 2 in [1,2,3] 1 (poke) 10#B in [2#b,10*8#b,3#b] 1 (poke) 30#B in [2#b,10*8#b,3#b] 0
Next: Array Attributes, Previous: Array Elements, Up: Arrays [Contents][Index]
The operator +
can be used to build new arrays resulting from
the concatenation of the elements of two arrays given as operands:
(poke) [1,2] + [3,4,5] [1,2,3,4,5]
The two arrays given as operands shall have the same elements of the same type. The resulting array is always unbounded.
Previous: Array Concatenation, Up: Arrays [Contents][Index]
The following attributes are defined for array values.
size
Gives an offset with the storage occupied by the complete array. Example:
(poke) [1,2,3]'size 96UL#b
length
Gives the number of elements stored in the array. Example:
(poke) [1,2,3]'length 3
mapped
Boolean indicating whether the array is mapped. Examples:
(poke) var a = [1,2,3] (poke) var b = int[3] @ 0#B (poke) a'mapped 0 (poke) b'mapped 1
strict
Boolean indicating whether the array is mapped in strict mode. Examples:
(poke) var a = int[3] @ 0#B (poke) a'strict 1 (poke) var a = int[3] @! 0#B (poke) a'strict 0
Next: Types, Previous: Arrays, Up: The Poke Language [Contents][Index]
Structs are the main abstraction that Poke provides to structure data. They contain heterogeneous collections of values.
• Struct Types: | Simple structs. | |
• Struct Constructors: | Constructing struct values. | |
• Struct Comparison: | Comparing struct values | |
• Field Endianness: | Specifying the endianness of integral fields. | |
• Accessing Fields: | Getting and fetching the values of fields. | |
• Field Constraints: | Specifying data integrity. | |
• Field Initializers: | Initial values for fields. | |
• Field Labels: | Explicit offsets for fields. | |
• Pinned Structs: | Fix the offset of fields. | |
• The OFFSET variable: | Accessing the offset of the current field. | |
• Integral Structs: | Composite data stored in integers. | |
• Unions: | Dealing with conditional data. | |
• Union Constructors: | Constructing union values. | |
• Optional Fields: | Fields that may or may not exist. | |
• Casting Structs: | Converting structs from one type to another. | |
• Declarations in Structs: | Declaring stuff within a struct. | |
• Methods: | Declaring struct methods. | |
• Struct Attributes: | Accessing properties of struct values. |
Next: Struct Constructors, Up: Structs [Contents][Index]
A simple struct type definition in Poke looks like:
type Packet = struct { byte magic; uint<16> length; byte[length] data; }
The above defines a “Packet”, which consists on a magic number
encoded in a byte, a length encoded in an unsigned 16-bit integer, and
an array of length
bytes, which is the payload of the packet.
Each entry in the struct type above defines a struct field.
Each field has a type, which is mandatory, and a name, which is optional. Fields without names are not accessible (not even within the struct itself) but they are handy for expressing esoteric padding. See Padding and Alignment. Example:
type Imm64 = struct { uint<32> lo; uint<32>; uint<32> hi; }
It is not allowed to have several fields with the same name in the same struct. The compiler will complain if it finds such an occurrence.
Next: Struct Comparison, Previous: Struct Types, Up: Structs [Contents][Index]
Once a struct type gets defined, there are two ways to build struct values from it. One is mapping. See Mapping Structs. The other is using a struct constructor, which is explained in this section.
Struct constructors have the following form:
type_name { [field_initializer,]… }
where each field_initializer has the form:
[field_name=]exp
Note how each field has an optional name field_name and a value exp. The expression for the value can be of any type. For convenience, a trailing comma is accepted but not required.
Suppose for example that we have a type defined as:
type Packet = struct { uint<16> flags; byte[32] data; }
We can construct a new packet, with all its fields initialized to zero, like this:
(poke) Packet {} Packet { flags=0x0UH, data=[0x0UB,0x0UB,0x0UB,0x0UB,0x0UB,…] }
In the constructor we can specify initial values for some of the fields:
(poke) Packet { flags = 0x8 } Packet { flags=0x8UH, data=[0x0UB,0x0UB,0x0UB,0x0UB,0x0UB,…] }
It is not allowed to specify initializers that are not part of the type being constructed:
(poke) Packet { foo = 10 } <stdin>:1:10: error: invalid struct field `foo' in constructor Packet { foo = 10 }; ^~~
As we shall see later, many struct types define constraints on the values their fields can hold. This is a way to implement data integrity. While building struct values using constructors, these constraints are taken into account. For example, given the following struct type:
type BPF_Reg = struct { uint<4> code : code < 11; };
we will get a constraint violation exception if we try to construct an
BPF_Reg
:
(poke) BPF_Reg { code = 20 } unhandled constraint violation exception
Next: Field Endianness, Previous: Struct Constructors, Up: Structs [Contents][Index]
The equality operator (==
) and the inequality operator
(!=
) can be applied to struct values. Examples:
(poke) E_eof == E_eof 1 (Poke) Packet { payload=0x3 } != Packet { payload=0x4 } 1
The struct values are compares recursively.
Next: Accessing Fields, Previous: Struct Comparison, Up: Structs [Contents][Index]
By default fields are accessed in IO space using the current default endianness. However, it is possible to annotate fields with an explicit endianness, like in:
type Foo = struct { little int a; big int b; int c; };
In the example above, the field a
will be stored using
little-endian, the field b
will be stored using big-endian, and
the field c
will be stored using whatever current endianness.
The endianness annotations can be used in any kind of fields, like offsets, arrays and structs, and will impact the storage ofintegral fields defined in them.
When endianness annotations are used in struct fields which are themselves structs, they effectively change the default endianness in the contained struct. Therefore, in the following struct type:
type Bar = struct { little struct { big int a; int b; } f; int c; }
a
is big endian, but b
is little endian.
However, note that the scope of the big
and little
annotations is lexical. Therefore, in these types:
type Foo = struct { int a; int b; }; type Bar = struct { big Foo f; int c; };
The endianness of the a
and b
fields stored in f
is the default endianness, not big
.
Next: Field Constraints, Previous: Field Endianness, Up: Structs [Contents][Index]
Poke uses the usual dot-notation to provide access to struct fields. Examples:
(poke) var s = struct { i = 10, l = 20L } (poke) s.i 10 (poke) s.l 20L
Writing to fields is achieved by having the field reference in the left side of an assignment statement:
(poke) s.i = 100 (poke) s.l = 200 (poke) s struct {i=100,l=200L}
Next: Field Initializers, Previous: Accessing Fields, Up: Structs [Contents][Index]
It is common for struct fields to be constrained to their values to satisfy some conditions. Obvious examples are magic numbers, and specification-derived constraints.
In Poke you can specify a field’s constraint using the following syntax:
field_type field_name : expression ;
where expression is an arbitrary Poke expression, that should evaluate to an integer value. The result is interpreted as a boolean. As an example, this is how the ELF magic number is checked for:
type Ctf_Preamble = struct { uint<16> ctp_magic : ctp_magic == CTF_MAGIC; byte ctp_version; byte ctp_flags; };
The constraint expression will often include the field where it is installed, but that’s not mandatory.
Field constraints play an important role in mapping. On one side, a map will fail if there is some constraint that fails. On the other, they guide the mapping of unbounded arrays. See Mapping Arrays.
Another common usage of constraint expressions is to alter the global
state after decoding a field. For example, this is how mapping an ELF
header sets the current endianness, depending on the value of
ei_data
:
byte ei_data : ei_data == ELFDATA2LSB \ ? set_endian (ENDIAN_LITTLE) \ : set_endian (BIG);
Note that set_endian
always returns 1
.
Next: Field Labels, Previous: Field Constraints, Up: Structs [Contents][Index]
We saw that field constraints are useful to express magic numbers,
which are pretty common in binary formats. Imagine a package has a
marker byte at the beginning, which should always be 0xff
. We
could use a constraint like in:
type Packet = struct { byte marker : marker == 0xff; byte length; byte[length] payload; };
This works well when mapping packages. The constraint is checked and
a constraint violation exception is raised if the first byte of the
alleged package is not 0xff
.
However, suppose we want to construct a new Package
, with no
particular contents. We would use a constructor, but unfortunately:
(poke) Packet { } unhandled constraint violation exception
What happened? Since we didn’t specify a value for the marker in the struct constructor, a default value was used. The default value for an integral type is zero, which violates the constraint associated with the field. Therefore, we would need to remember to specify the marker, every time we construct a new packet:
(poke) Packet { marker = 0xff } Packet { marker=0xffUB, length=0x0UB, payload=[] }
Unfortunately, such markers and magic numbers are not precisely very memorable. To help with this, Poke has the notion of type field initializers. Let’s use one in our example:
type Packet = struct { byte marker = 0xff; byte length; byte[length] payload; };
Note how the syntax is different than the one used for constraints. When a field in a struct type has an initializer, the struct constructor will use the initializer expression as the initial value for the field. For example:
(poke) Packet {} Packet { marker=0xffUB, length=0x0UB, payload=[] }
It is possible to specify both a constraint and an initializer in the same field. Suppose we want to support several kinds of packets, characterized by several markers. The supported markers are however a closed set. We could do it like this:
type Packet = struct { byte marker = 0xff : marker in [0xffUB, 0xfeUB]; byte length; byte[length] payload; };
Note however that struct mappers do not make use of field
initializers, since the mapped IO space provides values for all the
fields in the struct type. If we mapped the Packet
type above,
we would need to add also a constraint to make sure the value of
marker
is the right one. This also applies to constructing
Packet
types where an initial value is explicitly specified.
We could do it by specifying both an initial value, and a constraint
expression:
type Packet = struct { byte marker = 0xff : marker == 0xff; byte length; byte[length] payload; };
This idiom is to common that Poke provides a more compact syntax to denote it, that avoids verbosity and replicated logic:
type Packet = struct { byte marker == 0xff; byte length; byte[length] payload; };
It is considered good practice to design struct types in a way that a constructor with no arguments will result in something usable.
Next: Pinned Structs, Previous: Field Initializers, Up: Structs [Contents][Index]
In structs, each field is associated with an offset, which is relative to the beginning of the struct. This is the offset used when reading and writing the field from/to the IO space when mapping.
The offset is reset to zero bits at the beginning of the struct type, and it is increased by the size of the fields:
struct { /* Offset: 0#b */ uint<1> f1; /* Offset: 1#b */ sint<7> f2; /* Offset: 1#B */ int f3; /* Offset: 5#B */ Bar f4; /* Offset: 23#B */ }
It is possible to specify an alternative offset for a field using a field label.
Consider for example an entry in an ELF symbol table. Each entry has
a st_info
field which is 64-bits long, that in turn can be
interpreted as two fields st_bind
and st_type
.
The obvious solution is to encode st_info
as a sub-struct that
is integral, like this:
struct { elf32_word st_name; struct uint<64> { uint<60> st_bind; uint<4> st_type; } st_info; }
This makes the value of st_info
easily accessible as an
integral value. But we may prefer to use labels instead:
struct { elf32_word st_name; elf64_word st_info; uint<60> st_bind @ 4#B; uint<4> st_type @ 4#B + 60#b; }
The resulting struct has fields st_info
, st_bind
and
st_type
, with the last two overlapping the first.
Next: The OFFSET variable, Previous: Field Labels, Up: Structs [Contents][Index]
Pinned structs is a convenient way to write struct types where the offset of all its fields is zero. They are equivalent to C unions.
For example, consider the _u
field below in a CTF type
description:
type Ctf_Stype_V1 = struct { Ctf_Name ctt_name; Ctf_Info_V1 ctt_info; pinned struct { uint32 _size; /* Size of entire type in bytes. */ uint32 _type; /* Reference to another type. */ } _u; };
Note that integral structs cannot be pinned. See Integral Structs. And field labels are not allowed in pinned structs.
Next: Integral Structs, Previous: Pinned Structs, Up: Structs [Contents][Index]
The offset of the current field being mapped or constructed, relative
to the beginning of the struct, is at all times available in a
variable called OFFSET
. This is useful in situations where we
need that information in a constraint expression, the boundary of an
array, an initialization value, or the like.
For example, what follows is a typical usage of OFFSET in order to introduce some padding in a struct:
type Elf64_Note = struct { [...] Elf64_Xword name; byte[alignto (OFFSET, 4#B)] padding; [...] };
The value of this variable changes every time a new field is mapped or constructed, so writing to it will only have effect until the next field is processed: at that time the value will be overwritten.
Next: Unions, Previous: The OFFSET variable, Up: Structs [Contents][Index]
Integral structs are useful to cover cases where data is stored in composited integral containers, i.e. where data is structured within stored integers.
Basically, when we structure data using Poke structs, arrays and the like, we often use the same structure than a C programmer would use. For example, to model ELF RELA structures, which are defined in C like:
type struct { Elf64_Addr r_offset; /* Address */ Elf64_Xword r_info; /* Relocation type and symbol index */ Elf64_Sxword r_addend; /* Addend */ } Elf64_Rela;
we could use something like this in Poke:
type Elf64_Rela = struct { Elf64_Addr r_offset; Elf64_Xword r_info; Elf64_Sxword r_addend; };
Here the Poke struct type is pretty equivalent to the C incarnation. In both cases the fields are always stored in the given order, regardless of endianness or any other consideration.
However, there are situations where stored integral values are to be
interpreted as composite data. This is the case of the r_info
field above, which is a 64-bit unsigned integer (Elf64_Xword
)
which is itself composed by several fields, depicted here:
63 0 +----------------------+----------------------+ | r_sym | r_type | +----------------------+----------------------+ MSB LSB
In order to support this kind of composition of integers, C programmers usually resort to either bit masking (most often) or to the often obscure and undefined behaviour-prone C bit fields. In the case of ELF, the GNU implementations define a few macros to access these sub-fields:
#define ELF64_R_SYM(i) ((i) >> 32) #define ELF64_R_TYPE(i) ((i) & 0xffffffff) #define ELF64_R_INFO(sym,type) ((((Elf64_Xword) (sym)) << 32) + (type))
Where ELF64_R_SYM
and ELF64_R_TYPE
are used to extract
the fields from an r_info
, and ELF64_R_INFO
is used to
compose it. This is typical of C data structures.
We could of course mimic the C implementation in Poke:
fun Elf64_R_Sym = (Elf64_Xword i) uint<32>: { return i .>> 32; } fun Elf64_R_Type = (Elf64_Xword i) uint<32>: { return i & 0xffff_ffff; } fun Elf64_R_Info = (uint<32> sym, uint<32> type) Elf64_Xword: { return sym as Elf64_Xword <<. 32 + type; }
However, this approach has a huge disadvantage: since we are not able to encode the logic of these "sub-fields" in proper Poke fields, they become second class citizens, with all that implies: no constraints on their own, can’t be auto-completed, can’t be assigned individually, etc.
This is where integral structs come to play. These are structs that are defined exactly like your garden variety Poke structs, with a small addition:
type Elf64_RelInfo = struct uint<64> { uint<32> r_sym; uint<32> r_type; };
Note the uint<64>
addition after struct
. This can be
any integer type (signed or unsigned). The fields of an integral
struct should be integral themselves (this includes both integers and
offsets) and the total size occupied by the fields should be the same
size than the one declared in the struct’s integer type. This is
checked and enforced by the compiler.
The Elf64 RELA in Poke can then be encoded like:
type Elf64_Rela = struct { Elf64_Addr r_offset; struct Elf64_Xword { uint<32> r_sym; uint<32> r_type; } r_info; Elf64_Sxword r_addend; };
When an integral struct is mapped from some IO space, the total number of bytes occupied by the struct is read as a single integer value, and then the values of the fields are extracted from it. A similar process is using when writing. That is what makes it different with respect a normal Poke struct.
Consider for example we have the following sequence of bytes in our IO space (like a file):
0x10 0x20 0x30 0x40 0x50 0x60 0x70 0x80
Let’s see what happens when we map the integral struct above, in both big and little endian:
(poke) .set endian big (poke) Elf64_RelInfo @ 0#B Elf64_RelInfo { r_sym=0x10203040U, r_type=0x50607080U } (poke) .set endian little (poke) Elf64_RelInfo @ 0#B Elf64_RelInfo { r_sym=0x80706050U, r_type=0x40302010U }
Looks good. For comparison, this is what happens when we do the same with an "equivalent" (not really) non-integral struct operating on the same data:
type Elf64_RelInfoBogus = struct { uint<32> r_sym; uint<32> r_type; };
We would get:
(poke) .set endian big (poke) Elf64_RelInfoBogus @ 0#B Elf64_RelInfoBogus { r_sym=0x10203040U, r_type=0x50607080U } (poke) .set endian little (poke) Elf64_RelInfoBogus 0#B Elf64_RelInfoBogus { r_sym=0x40302010U, r_type=0x80706050U }
In this case, and unlike with integral structs, the endianness impacts the bytes of the individual fields, not of the whole struct.
As you can see, integral structs can be used to denote a lot of commonly found idioms in data structures and this includes a lot of what is sometimes denoted in C bit field. However, one should be cautious when "translating" C structures to Poke, especially when the C programmer has not been careful and incurres in sometimes obscure implementation-defined behavior. An integral struct is not always the right abstraction to use when we see a C bit field!
As an example of the above, consider the following C struct:
struct regs { __u8 dst_reg:4; __u8 src_reg:4; };
Certain virtual architecture uses that data layout to store registers
in instructions (no comment.) Thing is, in bit fields like the above
with sub-byte field sizes, the ordering of the fields is not clearly
defined, and ultimately what order to use is up to the compiler,
i.e. to lore and tradition. As it happens, GCC encodes
src_reg
in the most significant nibble of the byte and
dst_reg
in the least significant nibble of the byte when
compiling for a little-endian target, and the other way around when
compiling for a little-endian target. (I may have had that wrong, this
always confuses me.)
How could we encode the C struct regs in Poke? Let’s see.
A normal Poke struct clearly won’t do it:
type RegsBogus1 = struct { uint<4> src; uint<4> dst; };
The reason being, the ordering of src and dst does not change when you switch endianness (since this is Poke, we can in fact talk about real ordering of bits)... remember, poke is WYPIWIG (what you poke is what you get) ;)
What about an integral struct?
type RegsBogus2 = struct uint<8> { uint<4> src; uint<4> dst; };
This won’t work either. In fact, the net effect of the normal decoding of the normal struct type RegsBogus1 and the map-an-integer-and-extract-fields decoding of the integral struct RegsBogus2 is in this case totally equivalent.
A solution is to use a normal struct, and field labels:
type RegsBogus = struct { var little_p = (get_endian == ENDIAN_LITTLE); uint<8> src @ !little_p * 4#b; uint<8> dst @ little_p * 4#b; };
At this point, you may be wondering: is there anything particular in a field defined in an integral struct? The answer is: no, not at all. These are regular, first-class fields. Likewise, integral structs are perfectly regular structs. And of course, since this is poke, you can have integral structs of say, 11 bits, or 3 bits, map them at offsets not aligned to bytes, and all the typical poke-atrocities that we enjoy so much.
However, there exist a few restrictions, some of them fundamental, the others to be lifted eventually:
Integral structs can be converted from/to integral structs to/from integers, so we can do things like:
rel.r_info as uint<64>;
And also automatic promotions in arithmetic operators, like:
rel.r_info + 20 * rel.r_info.r_type
Integers can also be “structured” into integral structs:
(poke) 0xdeadbeef as Elf32_RelInfo Elf32_RelInfo { r_sym=(uint<24>) 0xdeadbe, r_type=0xefUB }
Next: Union Constructors, Previous: Integral Structs, Up: Structs [Contents][Index]
Union types are defined much like struct types, using a very similar syntax:
union { [... elements ...] }
Like in structs, the main kind of elements are fields. However, unlike in structs, the fields in an union type denote alternatives. At any given time, only one alternative is selected, and therefore union values have only one field.
Which of the several alternatives is selected is determined by the data integrity defined by means of constraint expressions and other means. Alternatives are considered in turn, in written order, and the first alternative that can be used without triggering a constraint violation exception is selected.
It makes little sense to mark union types as pinned, since whatever alternative is chosen will always be located at the beginning of the union. To avoid unneccesary confusion, the Poke compiler will emit an error if you try to tag an union as pinned.
Similarly, labels are not allowed in union alternatives.
Next: Optional Fields, Previous: Unions, Up: Structs [Contents][Index]
Constructing union values is very similar to constructing struct values:
type_name { [field_initializer] }
The main difference is that union constructors require either exactly one field initializer, or none. Specifying initialization values for more than one field doesn’t make sense in the case of unions.
Suppose we have the following union type:
type Packet = union { byte b : b > 0; int k; };
If we try to construct a Packet
with an invalid b
, we
get a constraint error:
(poke) Packet {b = 0} unhandled constraint violation exception
The reason why k
is not chosen is because we specified b
in the union constructor: we explicitly as for a Packet
of that
kind, but the data we provide doesn’t accommodate to that. If we
wanted another kind of value, we could of course specify an initial
value for k
instead:
(poke) Packet {k = 10} Packet { k=10 }
If no field initializer is specified in an union constructor then each alternative is tried assuming all fields have default values, which in the case of integral types is a zero:
(poke) Packet {} Packet { k=0 }
Therefore the alternative b
is considered invalid (it has to be
bigger than 0) and k
is chosen instead.
Next: Casting Structs, Previous: Union Constructors, Up: Structs [Contents][Index]
Sometimes a field in a struct is optional, i.e. it exists or not depending on some criteria. A good example of this is the “extended header” in a MP3 id3v2 tag. From the specification:
The second bit (bit 6) indicates whether or not the header is followed by an extended header. The extended header is described in section 3.2. A set bit indicates the presence of an extended header.
In order to express this in a Poke struct type, we could of course use an union, like:
type ID3V2_Tag = struct { ID3V2_Hdr hdr; union { ID3V2_Ext_Hdr hdr if hdr.extended_hdr_present; struct {}; } ext; … }
That’s it, we use an union with an empty alternative. However, this is a bit cumbersome. Therefore Poke provides a more convenient way to denote this:
type ID3V2_Tag = struct { ID3V2_Hdr hdr; IDV2_Ext_Hdr ext_hdr if hdr.extended_hdr_present; … }
If both a constraint and an optional field expression are specified, the second should follow the first.
One important characteristic of optional fields to keep in mind is that they are always constructed or mapped, even when they are omitted. This is because, generally speaking, the value of an optional field may be necessary in order to determine whether the optional field is present or not.
This may result on unexpected results for the unaware pokist, like in the example below:
struct { Header hdr; byte[hdr.len - hdr.padding] data if hdr.len >= hdr.padding; }
where the array index may underflow if hdr.len
is less or equal
than hdr.padding
.
For obvious reasons, optional fields are not allowed in unions.
Next: Declarations in Structs, Previous: Optional Fields, Up: Structs [Contents][Index]
It is possible to cast a struct of some particular type into another struct type. Examples:
(poke) type Foo = struct { int i; int j; }; (poke) type Bar = struct { int k; int j; }; (poke) Bar {j=2} as Foo {} Foo {i=0,j=2}
The semantics of the cast are exactly the same than constructing a struct of the target type using the struct provided as an expression to the cast.
This means that some fields in the original struct may be “lost” when the struct is converted to the new type. Consider the following two definitions:
type Foo = struct { int i; long j; }; type Bar = struct { int i; }
Let’s cast some values and see what we obtain:
(poke) Bar {} Bar { i=0x0 } (poke) Bar {} as Foo Foo { i=0x0, j=0x0L } (poke) Foo {} as Bar Bar { i=0x0 }
It is possible to cast an integral struct into an integral type. The value to cast is extracted from the struct fields, and then it is converted to the target type.
Given the following integral struct type:
type Foo = struct int<64> { int<32> f1; uint<32> f2; };
We can operate:
(poke) Foo { f1 = 1, f2 = 1 } as uint<64> + 2 0x100000003UL
Conversely, it is possible to cast an integral value to an integral struct:
(poke) 0x100000003UL as Foo Foo { f1=0x1, f2=0x3U }
Next: Methods, Previous: Casting Structs, Up: Structs [Contents][Index]
Type declarations, variable declarations and function declarations are all allowed inside struct and union types. The scope of the entity being declared spans from the declaration until the end of the struct or union type being defined.
Functions can’t set fields defined in the struct type.
Next: Struct Attributes, Previous: Declarations in Structs, Up: Structs [Contents][Index]
Methods in structs can be defined using the method
keyword in
definitions like this:
method identifier = function_body
where function_body is the body of a function. See Function Declarations.
When invoked, a method gets an implicit last argument which is the struct value whose method is being used.
Methods can refer to the fields of the containing struct type that have been defined before the method itself, by name.
The following attributes are defined for struct values.
size
Gives an offset with the storage occupied by the complete struct. Example:
(poke) type Packet = struct { byte s; byte[s] d; } (poke) (Packet { s = 3 })'size 32UL#b
length
Gives the number of fields stored in the struct. Note that, due to absent fields, this doesn’t always corresponds to the number of fields that appear in the definition of a struct type.
For example, for the following struct type:
type Packet = struct { byte magic: magic in [0xff,0xfe]; byte control if magic == 0xfe; byte[128] payload; };
We get the following results:
(poke) (Packet { magic = 0xff })'length 2UL (poke) (Packet { magic = 0xfe })'length 3UL
mapped
Boolean indicating whether the struct is mapped.
strict
Boolean indicating whether the struct is mapped in strict mode.
Next: Assignments, Previous: Structs, Up: The Poke Language [Contents][Index]
• type: | Naming types. | |
• The any Type: | Polymorphism. | |
• The isa Operator: | Testing for types of values. |
Next: The any Type, Up: Types [Contents][Index]
type
The type
directive allows you to declare named types. The
syntax is:
type name = type [, name = type]...;
where name is the name of the new type, and type is either a type specifier or the name of some other type.
The supported type specifiers are:
int<n>, uint<n>
Integral types. See Integer Types.
string
The string type. See String Types.
type[boundary]
Array types. See Array Types.
struct { … }
Struct types. See Struct Types.
(type,…)type:
Function types. See Function Types.
any
The any
type is used to implement polymorphism. See The any Type.
Next: The isa Operator, Previous: type, Up: Types [Contents][Index]
any
TypePoke supports polymorphism with the any
type. This type is
used in contexts where a value of any type is allowed. For example,
this is how you would declare a function that prints the size of any
given value:
fun print_size = (any value) void: { printf "%v\n", any'size; }
The rules for handling any
values are simple:
any
.
any
.
This means that using any operator that require certain types with
any
values will fail: you have to cast them first. Example:
(poke) fun foo = (any v) int: { return v as int; }
Arrays of any
, any[]
, are also supported:
Previous: The any Type, Up: Types [Contents][Index]
isa
OperatorThe binary operator isa
allows you to check for the type of a given
value:
(poke) 10 isa int 1 (poke) "foo" isa string 1 (poke) (Packet 0#B) isa Packet 1 (poke) 2 as int<3> isa uint<4> 0
Next: Compound Statements, Previous: Types, Up: The Poke Language [Contents][Index]
The assignment statement has the form:
lvalue = exp;
where lvalue is either:
foo.bar
.
foo[30]
.
int @ 0#B
or int[3] @ 0#B
or Packet @ 12#B
.
In all cases, the type of exp should match the type of the referred entity.
Examples:
(poke) foo = 10 (poke) packet.length = 4 (poke) packet.data = [1,2,3,4] (poke) packet.data[2] = 666 (poke) int @ 23#B = 23 (poke) string @ str.offset = "foo" (poke) int[2] @ 23#B = [1,2] (poke) Packet @ 0#B = Packet { … }
Next: Conditionals, Previous: Assignments, Up: The Poke Language [Contents][Index]
Compound statements have the form
{ stmt… }
where stmt… is a list of statements, which can be themselves compound statements. Compound statements are primarily used to sequence instructions like:
{ do_a; do_b; do_c; }
A compound statement introduces a new lexical scope. Declarations in the compound statements are local to that statement.
Finally, compound statements can be empty: { }
.
Next: Loops, Previous: Compound Statements, Up: The Poke Language [Contents][Index]
Poke provides several conditional statements, and a ternary conditional operator, which are discussed in the sections below.
• if-else: | Simple conditionals. | |
• Conditional Expression: | Conditionals in expressions. |
Next: Conditional Expression, Up: Conditionals [Contents][Index]
if-else
The if-else
statement has the form
if (exp) if_stmt [else else_stmt]
where exp is an expression that should evaluate to a boolean
value (i.e. to an integer), if_stmt is a statement that will
be executed if exp holds true, and else_stmt is a
statement that will be executed if exp holds false. The
else
part of the statement is optional.
Previous: if-else, Up: Conditionals [Contents][Index]
Poke supports a ternary conditional expression that has the form:
condition ? true_expression : false_expression
where condition is an expression that should evaluate to a boolean, and true_expression and false_expression are expressions that have exactly the same type.
Next: Expression Statements, Previous: Conditionals, Up: The Poke Language [Contents][Index]
Poke supports several iteration statements, which are discussed in the sections below.
• while: | Iterate while a condition holds true. | |
• for: | Generalized loop statement. | |
• for-in: | Iterate over the elements of a container. |
while
The while
statement has this form:
while (exp) stmt
where exp is an expression that should evaluate to a boolean (i.e. to an integer) and stmt is an statement that will be executed until exp holds false.
It is possible to leave the loop from within stmt using the
break
statement. Example:
while (1) { […] if (exit_loop) break; }
It is also possible to jump to the next iteration of the loop from
within stmt using the continue
statement. Example:
while (1) { […] if (continue_loop) continue; }
for
The for
statement has this form:
for ([decls];[expr];[stmts]) stmt
where decls is an optional declaration or chain of declarations separated by commas, expr is an optional boolean expression, stmts is an optional comma-separated list of statements, and stmt is a statement.
for-in
The for-in
statement has this form:
for (formal in container [where exp]) stmt
where, in each iteration, the name formal will be associated with consecutive values of container, which shall be an expression evaluating to an array or a string. formal is available in stmt, which is the statement executed in each iteration.
If the where part is specified, then only iteration in which exp holds true are processed. formal can be referred in exp. Note that this doesn’t mean the loop will stop after processing the first “not selected” element. See the following example:
(poke) for (c in [1,2,3,4] where c % 2) printf " %v", c 1 3
It is possible to leave the loop from within stmt using the
break
statement.
It is also possible to jump to the next iteration of the loop from
within stmt using the continue
statement.
Next: Functions, Previous: Loops, Up: The Poke Language [Contents][Index]
Poke is one of these languages where there is a clear separation between expressions and statements. However, it is often useful to use an expression in the place of an statement, in order to benefit from its side effects.
For that purpose Poke allows you to expressions as statements using the following syntax:
exp;
The value computed by the expression will be discarded.
Next: Endianness, Previous: Expression Statements, Up: The Poke Language [Contents][Index]
• Function Declarations: | Writing functions. | |
• Optional Arguments: | Default values for arguments. | |
• Variadic Functions: | Functions taking any number of arguments. | |
• Calling Functions: | Invoking functions. | |
• Function Types: | Useful for defining interfaces. | |
• Lambdas: | Functions in expressions. | |
• Function Comparison: | Comparing function values. | |
• Function Attributes: | Accessing properties of function values. |
Next: Optional Arguments, Up: Functions [Contents][Index]
A function is declared using the following syntax:
fun name = [(formal,…)] ret_type: { … body … }
where name is the name of the function, which uses the same
namespace as variables and types and ret_type is the type of
the value returned by the function. If the function returns no value
then it is void
.
Each formal argument has the form:
type name [= exp]
where type is the type of the formal, name its name, and exp is an optional expression that will be used to initialize the argument in case it is not specified when the function is called.
The last formal argument can take the form name…
,
meaning the function is variadic. See Variadic Functions.
If the function takes no arguments, it is possible to omit the list of arguments entirely:
fun hello = void: { print "Hello!\n"; }
The return
statement is used to return values in functions that
return a value. Example:
fun gcd = (uint<64> a, uint<64> b) uint<64>: { if (b == 0) return a; else return gcd (b, a % b); }
Note that reaching the end of a non-void function will trigger a run-time error.
Next: Variadic Functions, Previous: Function Declarations, Up: Functions [Contents][Index]
Optional function arguments are specified like:
fun atoi = (string s, int b = 10) long: { … }
Which means that if the base argument is not specified when passed to
atoi
then it is initialized to 10.
Optional arguments should not appear before any non-optional argument in function declarations. The following is not valid Poke:
fun foo = (int i = 10, int j) int: { return i + j; }
Note that arguments declared before an optional argument can be used in its initialization expression. This is valid Poke:
fun foo = (int n, int[n] array = init_array (n)) void: { … }
Next: Calling Functions, Previous: Optional Arguments, Up: Functions [Contents][Index]
Functions getting an arbitrary number of arguments are denoted like this:
fun printf (string fmt, args…) void: { … }
The variadic argument shall be the last argument in the function, and
it is of type any[]
.
Next: Function Types, Previous: Variadic Functions, Up: Functions [Contents][Index]
To call a function, write its name followed by the arguments in parentheses. Examples:
foo (1,2,3) bar ()
If the function takes no arguments then it is not necessary to write the empty list of arguments. Therefore the following two calls are equivalent:
bar () bar
If the closure of function that takes no arguments is needed, the call can be avoided by putting the variable immediately inside parenthesis, like this:
(poke) (foo) #<closure>
There is an alternate syntax that can be used in both expressions and expression-statements. This alternate syntax is:
function_name :arg1 val1…
where arg1 is the name of an argument and val1 the value to pass for that argument. This is useful when using functions as commands in the REPL:
(poke) dump :from 12#B :size 16#B :ascii 0
Note that the named arguments can appear in any order. The following two calls are equivalent:
dump :from 12#B :size 16#B dump :size 16#B :from 12#B
If this alternate syntax for function calls is to be used in an expression, it is necessary to surround it with parenthesis:
2 + (gcd :a 1024 :b 8)
Next: Lambdas, Previous: Calling Functions, Up: Functions [Contents][Index]
Function types are denoted like:
(type,…)ret_type:
where type are the types of the arguments and ret_type is the type of the value returned by the function.
Optional arguments are marked with a ?
after the type. For
example, the type of the atoi
function with declaration:
fun atoi = (string s, int b = 10) long: { … }
is (string,int?)long:
.
If the function has variadic arguments, the position of the variadic
argument in the function type specifier contains …
. For
example, the type of a printf
function with declaration:
fun printf (string fmt, args…) void: { … }
is (string,…)void:
.
Next: Function Comparison, Previous: Function Types, Up: Functions [Contents][Index]
Poke support lambda expressions using the following syntax:
lambda function_specifier
Where function_specifier is any function specifier. Examples:
lambda void: {} lambda (int i) int: { return i * 2; }
Lambdas can be manipulated exactly like any other Poke value, and can be stored in variables. Therefore, this is an alternative way of defining a named function (which can’t be recursive for obvious reasons):
var double = lambda (int i) int: { return i * 2 };
Next: Function Attributes, Previous: Lambdas, Up: Functions [Contents][Index]
The equality operator (==
) and the inequality operator
(!=
) can be applied to functions. They evaluate to true if the
operands are the same function value. Examples:
(poke) lambda void: {} == lambda void: {} 0 (poke) lambda void: {} != lambda void: {} 1 (poke) var f = void: {} (poke) f == f 1 (poke) f != f 0
Previous: Function Comparison, Up: Functions [Contents][Index]
The following attributes are defined for function values.
size
Gives an offset 0#B
, by convention.
Next: Mapping, Previous: Functions, Up: The Poke Language [Contents][Index]
Byte endianness is an important aspect of encoding data. As a good binary editor poke provides support for both little and big endian, and will soon acquire the ability to encode exotic endianness like PDP endian. Endianness control is integrated in the Poke language, and is designed to be easily used in type descriptions.
• set endian: | dot-command to get and set the endianness. | |
• Endian in Fields: | setting the endianness of struct fields. | |
• Endian built-ins: | changing endianness programmatically. |
Next: Endian in Fields, Up: Endianness [Contents][Index]
.set endian
GNU poke maintains a global variable that holds the current endianness. This is the endianness that will be used when mapping integers whose types do not specify an explicit endianness.
Like other poke global state, this global variable can be
modified using the .set
dot-command:
.set endian little .set endian big .set endian host
The current endianness can be obtained like this:
(poke) .set endian little
We can easily see how changing the current endianness indeed impacts the way integers are mapped:
(poke) dump :from 0#B :size 4#B :ruler 0 :ascii 0 00000000: 8845 4c46 (poke) .set endian little (poke) int @ 0#B 0x464c4588 (poke) .set endian big (poke) int @ 0#B 0x88454c46
Next: Endian built-ins, Previous: set endian, Up: Endianness [Contents][Index]
It is possible to set the endianness of integral fields in struct type descriptors. See Field Endianness.
Previous: Endian in Fields, Up: Endianness [Contents][Index]
As handy as the .set endian
dot-command may be, it is also
important to be able to change the current endianness programmatically
from a Poke program. For that purpose, the PKL compiler provides a
couple of built-in functions: get_endian
and set_endian
.
Their definitions, along with the specific supported values, look like:
var ENDIAN_LITTLE = 0; var ENDIAN_BIG = 1; fun get_endian = int: { … } fun set_endian = (int endian) int: { … }
Accessing the current endianness programmatically is especially useful in situations where the data being poked features a different structure, depending on the endianness.
A good (or bad) example of this is the way registers are encoded in eBPF instructions. eBPF is the in-kernel virtual machine of Linux, and features an ISA with ten general-purpose registers. eBPF instructions generally use two registers, namely the source register and the destination register. Each register is encoded using 4 bits, and the fields encoding registers are consecutive in the instructions.
Typical. However, for reasons we won’t be discussing here the order of the source and destination register fields is switched depending on the endianness.
In big-endian systems the order is:
dst:4 src:4
Whereas in little-endian systems the order is:
src:4 dst:4
In Poke, the obvious way of representing data whose structure depends on some condition is using an union. In this case, it could read like this:
type BPF_Insn_Regs = union { struct { BPF_Reg src; BPF_Reg dst; } le : get_endian == ENDIAN_LITTLE; struct { BPF_Reg dst; BPF_Reg src; } be; };
Note the call to the get_endian
function (which takes no
arguments and thus can be called Algol68-style, without specifying an
empty argument list) in the constraint of the union alternative. This
way, the register fields will have the right order corresponding to
the current endianness.
Nifty. However, there is an ever better way to denote the structure of these fields. This is it:
type BPF_Insn_Regs = struct { var little_p = (get_endian == ENDIAN_LITTLE); BPF_Reg src @ !little_p * 4#b; BPF_Reg dst @ little_p * 4#b; };
This version, where the ordering of the fields is implemented using
field labels, is not only more compact, but also has the virtue of not
requiring additional “intermediate” fields like le
and
be
above. It also shows how convenient can be to declare
variables inside structs.
Let’s see it in action:
(poke) BPF_Insn_Regs @ 1#B BPF_Insn_Regs {src=#<%r4>,dst=#<%r5>} (poke) .set endian big (poke) BPF_Insn_Regs @ 1#B BPF_Insn_Regs {src=#<%r5>,dst=#<%r4>}
Changing the current endianness in constraint expressions is useful
when dealing with binary formats that specify the endianness of the
data that follows using some sort of tag. This is the case of ELF,
for example.
The first few bytes in an ELF header conform what is known as the
e_ident
. One of these bytes is called ei_data
and its
value specifies the endianness of the data stored in the ELF file.
This is how we handle this in Poke:
fun elf_endian = (int endian) byte: { if (endian == ENDIAN_LITTLE) return ELFDATA2LSB; else return ELFDAT2MSB; } […] type Elf64_Ehdr = struct { struct { byte[4] ei_mag : ei_mag[0] == 0x7fUB && ei_mag[1] == 'E' && ei_mag[2] == 'L' && ei_mag[3] == 'F'; byte ei_class; byte ei_data : (ei_data != ELFDATANONE && set_endian (elf_endian (ei_data))); byte ei_version; byte ei_osabi; byte ei_abiversion; byte[6] ei_pad; offset<byte,B> ei_nident; } e_ident; […] };
Note how set_endian
returns an integer value… it is always
1
. This is to facilitate its usage in field constraint
expressions.
Next: Exception Handling, Previous: Endianness, Up: The Poke Language [Contents][Index]
The purpose of poke is to edit IO spaces, which are the files or devices, or memory areas being edited. This is achieved by mapping values. Mapping is perhaps the most important concept in Poke.
• IO Spaces: | The underlying entities being edited. | |
• The Map Operator: | The @ operator. | |
• Mapping Simple Types: | Mapping integers, offsets and strings. | |
• Mapping Structs: | Mapping collections of fields. | |
• Mapping Arrays: | Mapping sequences of things. | |
• Mapping Functions: | Orthogonality is important. | |
• Non-strict Mapping: | Working with incorrect data. | |
• Unmapping: | From mapped values to regular values. |
Next: The Map Operator, Up: Mapping [Contents][Index]
GNU poke supports the abstract notion of IO space, which is an addressable space of Poke objects: integers, strings, arrays, structs, etc. This underlying storage for the IO spaces (which we call IO devices) can be heterogeneous: from a file your file system to the memory of some process.
• open: | Creating IO spaces. | |
• opensub: | IO sub spaces. | |
• openproc: | IO proc spaces. | |
• close: | Destroying IO spaces. | |
• flush: | Flushing IO spaces. | |
• get_ios: | Getting the current IO space. | |
• set_ios: | Setting the current IO space. | |
• iosize: | Getting the size of an IO space. | |
• ioflags: | Getting the flags of an IO space. |
open
The open
builtin allows you to create new IO spaces, by opening an
IO device. It has the following prototype:
fun open = (string handler, uint<64> flags = 0) int<32>
where handler is a string identifying the IO device that will serve the IO space. This handler can be:
*name*
An auto growing memory buffer.
pid://[0-9]+
The process ID of some process.
/path/to/file
An either absolute or relative path to a file.
nbd://host:port/export
nbd+unix:///export?socket=/path/to/socket
A connection to an NBD server. See nbd command
flags is a bitmask that specifies several aspects of the operation, including the mode in which the IO space is opened. Its value is usually built by ORing a set of flags that are provided by the compiler. These are:
IOS_F_READ
The IO space is intended to be read.
IOS_F_WRITE
The IO space is intended to be written.
IOS_F_CREATE
If the IO device doesn’t exist, then create it, usually empty.
Note that the specific behaviour of these flags depend on the nature of the IO space that is opened. For example a memory buffer is always truncated at creation by default.
In order to ease the usage of open
, a few pre-made bitmaps are
provided to specify opening modes:
IOS_M_RDONLY
This is equivalent to IOS_F_READ
.
IOS_M_WRONLY
This is equivalent to IOS_F_WRITE
.
IOS_M_RDWR
This is equivalent to IOS_F_READ | IOS_F_WRITE
.
The open
builtin returns a signed 32-bit integer. This number
will identify the just opened IOS until it gets closed.
If there is a problem opening the specified IO device then open
will raise an E_no_ios
exception.
opensub
The opensub
standard function allows you to create IO spaces
that show a sub-region of some other IO space. The prototype is:
fun opensub = (int<32> ios, offset<uint<64>,B> base, offset<uint<64>,B> size, string name = "", uint<64> flags = 0) int<32>
where ios is the ID of the base IOS, base is the offset in ios where the sub-range starts and size is the size of the range.
The argument name is a descriptive name of the contents of the range, and it is empty by default.
The argument flags is an ORed value of IOS_F_*
flags. If
no explicit flags are specified then the sub space inherits the
flags of the underlying base IOS. If explicit flags are
provided and they contradict the flags of the underlying IOS then
E_ios_flags
is raised.
Trying to access a sub space whose base IOS has been closed results in
a E_io
exception.
openproc
The openproc
standard function allows you to create IO spaces
to access the memory of some running program, given its process ID.
The prototype is:
fun openproc = (uint<64> pid, uint<64> flags = 0) int<32>
where pid is the process ID whose memory we want to poke and flags is a set of open flags.
close
The close
builtin allows you to destroy IO spaces, closing the
underlying IO device. The prototype is:
fun close = (int<32> ios) void
where ios is some previously created IO space. All pending data is written to the underlying IO device.
If the IO space specified to close
doesn’t exist then an
E_no_ios
exception is raised.
If errors occured while closing the IO space, then E_ios
exception is raised.
flush
The builtin flush
performs a “flushing” operation on a given
IO space. The prototype is:
fun flush = (int<32> ios, offset<uint<64>,1> offset) void
Where ios is the IOS identifier where to perform the flush. The semantics associated with the “flushing” operation depends on the kind of IO space:
get_ios
GNU poke maintains a current IO space, which is the last created
IO space (this includes IO spaces opened and selected using a
dot-command). The builtin get_ios
returns this space. It has
the following prototype:
fun get_ios = int<32>
If there is no IO space, get_ios
will raise the E_no_ios
exception.
set_ios
The set_ios
builtin allows you to set a specific IO space as the
new current IO space. It has the following prototype:
fun set_ios = (int<32> ios) int<32>
where ios is the IO space that will become the current IO
space. If the IO space specified to set_ios
doesn’t exist,
E_no_ios
will be raised.
Note that set_ios
always returns 1
. This is to ease its
usage in struct fields constraint expressions.
iosize
The iosize
builtin returns the size of a given IO space, as an
offset. It has the following prototype:
fun iosize = (int<32> ios = get_ios) offset<uint<64>,1>
If the IO space specified to iosize
doesn’t exist,
E_no_ios
will be raised.
ioflags
The ioflags
builtin returns the flags active in a given IO
space, encoded in an unsigned 64-bit integer. It has the following
prototype:
fun ioflags = (int<32> ios = get_ios) uint<64>
If the IO space specified to ioflags
doesn’t exist,
E_no_ios
will be raised.
Next: Mapping Simple Types, Previous: IO Spaces, Up: Mapping [Contents][Index]
Poke values reside in memory, and their in-memory representation is
not visible from Poke programs. For example, 32
is a 32-bit
signed integer value, and it happens to not be boxed in the Poke
Virtual Machine. Therefore, it occupies exactly 32-bit in the memory
of the machine running poke. Other values, like arrays for example,
are boxed, and they need to store various meta-data.
Regardless of the internal representation, we say these values live
“in memory”. Now, it is also possible to “map” a value to some
area in some underlying IO space. This is done with the map operator
@
, which has two alternate syntax:
type @ offset type @ ios : offset
The ternary version creates a new value using the data located at the offset offset in the specified IO space ios, which shall be an expression evaluating to a signed 32-bit integer.
The binary version uses the current IO space.
If there is no IO space, or the specified IO space doesn’t exist, an
E_no_ios
exception is raised:
(poke) int @ 0#B unhandled no IOS exception
The value created in a map can be either mapped or not mapped. Mapping simple types produces not mapped values, whereas mapping non-simple types create mapped values.
The value attributes mapped
and offset
can be used to
check whether a value is mapped or not, and in that case the offset
where it is mapped:
(poke) var p = Packet @ 0#B (poke) p'mapped 0x1 (poke) p'offset 0x0UL#b
Using the offset
attribute in a not mapped value results in the
E_no_map
exception being raised:
(poke) [1,2,3]'mapped 0x0 (poke) [1,2,3]'offset unhandled no map exception
If the type specified in the map is not a simple type, like an array or a struct, the resulting value is said to be mapped in the IO space:
(poke) type Packet = struct { int i; long l; } (poke) Packet @ 0#B Packet {i=0x464c457f,l=0x10102L} (poke) uint<8>[2] @ 0#B [0x7fUB,0x45UB]
A very important idea on Poke mapping is that it should be possible to manipulate mapped and non-mapped values in a transparent way. For example, consider the quick sort implementation in poke’s standard library. The prototype is:
fun qsort = (any[] array, Comparator cmp_f, long left = 0, long right = array'length - 1) void
qsort
works with both mapped and not-mapped arrays:
(poke) var a = [2,3,1] (poke) var b = int[3] @ 0#B (poke) b [1179403647,65794,0] (poke) qsort (a, IntComparator) (poke) a [1,2,3] (poke) qsort (b, IntComparator) (poke) b [0,33620224,1179403647] (poke) dump :from b'offset :size b'size :ascii 0 76543210 0011 2233 4455 6677 8899 aabb ccdd eeff 00000000: 0000 0000 0001 0102 7f45 4c46
Similarly, you can write functions that operate on abstract entities and data structures such as ELF relocations and sections, DWARF DIEs, etc, and the same code will work with non mapped and mapped values.
Next: Mapping Structs, Previous: The Map Operator, Up: Mapping [Contents][Index]
Simple values (i.e. integers, offsets, strings) cannot be mapped. Therefore, if the type specified in the map is a simple type, the resulting value will be a regular non-mapped value. Examples:
(poke) uint<8> @ 0#B 0x7fUB (poke) string @ 0#B "ELF"
Next: Mapping Arrays, Previous: Mapping Simple Types, Up: Mapping [Contents][Index]
Struct and union types can be referred by name in a mapping
(@
) operation. For example, given a struct type Foo
defined as:
type Foo = struct { int i; long l; }
we could get a mapped struct value of that type like this:
var f = Foo @ 128#B;
Next: Mapping Functions, Previous: Mapping Structs, Up: Mapping [Contents][Index]
Arrays can be mapped in IO space in three different ways, depending on the characteristics of the type provided to the mapping operator.
• Array maps bounded by number of elements: | ||
• Array maps bounded by size: | ||
• Unbounded array maps: | ||
• Mapped bounds in bounded arrays: |
Next: Array maps bounded by size, Up: Mapping Arrays [Contents][Index]
When an array type bounded by number of elements is used in a mapping operation, the resulting mapped array is also bounded by number of elements.
For example, this is how we would map an array of four 32-bit signed integers in the current IO space:
(poke) int[4] @ 0#B [10,20,30,40]
Since you can also provide a dynamic array type to the map operator,
the number of elements doesn’t need to be constant. For example,
given the variable nelems
has a value of 2
:
(poke) var nelems = 2 (poke) int[nelems + 1] @ 0#B [100,222,333]
If an end-of-file condition happens while mapping the array, because the number of elements specified in the array type, at the given offset, exceeds the capacity of the underlying IO device, an exception is raised and the mapping is not completed:
(poke) int[99999999999] @ 0#B unhandled EOF exception
Likewise, if a constraint fails while performing the mapping (while mapping an array of structs, for example) an exception is raised and the map is aborted.
Next: Unbounded array maps, Previous: Array maps bounded by number of elements, Up: Mapping Arrays [Contents][Index]
While dealing with binary formats, it often happens that the number of entities in a collection is given by the space they occupy, rather than the count itself.
For example, consider ELF sections holding relocations. These sections contain a collection of zero or more relocations. The layout of each relocation is specified by the following type:
type Elf64_Rela = struct { offset<Elf64_Addr,B> r_offset; Elf64_Xword r_info; Elf64_Sxword r_addend; };
The section is described by an entry in the ELF sections header table:
type Elf64_Shdr = struct { Elf_Word sh_name; Elf_Word sh_type; Elf64_Xword sh_flags; Elf64_Addr sh_addr; Elf64_Off sh_offset; offset<Elf64_Xword,B> sh_size; Elf_Word sh_link; Elf_Word sh_info; Elf64_Xword sh_addralign; offset<Elf64_Xword,b> sh_entsize; };
The relevant elements of Elf64_Shdr
are sh_offset
and
sh_size
, which indicate the offset of the beginning of the
section’s contents, and its size, respectively. At this point, if we
wanted to get an array with all the relocations in the section, we
could map an array bounded by number of elements like we saw in the
previous section, like this:
(poke) Elf64_Rela[sh_size / 1#Elf64_Rela] [… relocs …]
However, this approach adoleces from two problems. First, it doesn’t
work with any entity type. For an offset like 1#Elf64_Rela
to
work, it is required to know the size of the type specified as the
unit at compile time. In the particular case of Elf64_Rela
,
that condition is satisfied, but too often that’s not the case. For
example, think about a section containing NULL
terminated
strings: you can’t know the number of strings contained in the section
until you actually read it.
Another problem is when the data in the header is corrupt. Using the mapping bounded by number of elements, we wouldn’t realize it. It would be good if the tool would tell us whether the specified size actually holds an exact number of the requested elements.
A mapping bound by size is what we need. Fortunately, as we saw when discussing array types, Poke allows you to specify an offset instead of an integral value, in the array type specification. The right amount of entities (in this case relocations) to strictly satisfy the provided size will be mapped in the IO space. So, in order to obtain an array containing all the relocations in the section, we simply write:
(poke) Elf64_Rela[ehdr.sh_size] @ ehdr.sh_offset [… relocs …]
The strictness mentioned above is important. GNU poke will complain (and abort the mapping) if it is not possible to map an exact number of elements. Thus the following mapping would not be successful:
(poke) int[33#b] @ 0#B unhandled out of map bounds exception
Like in mappings bounded by number of elements, if a constraint fails while performing the mapping, an exception is raised and the map is aborted.
Next: Mapped bounds in bounded arrays, Previous: Array maps bounded by size, Up: Mapping Arrays [Contents][Index]
We mentioned above that if an end-of-file condition happens while performing a mapping (be it bounded by number of elements or bounded by size) an EOF exception is raised, and the mapping operation is aborted.
Unbounded array mappings are performed by using an unbounded array type in the mapping operation, like in:
type[] @ 0#B
The above construction will map values of type type in the IO space until there is an end-of-file condition, or a constraint fails, whatever happens first. When it is a constraint expression that fails, that last element is not included in the mapped array.
Let’s assume a binary file contains a series of blocks, located one after the other, of a kind described by the following struct type:
type Block = struct { byte magic[2] : magic[0] == 'B' && magic[1] == 'K'; … other data … };
we can map the blocks using an unbounded array map:
(poke) Block[] @ 0#B [ … blocks … ]
If the blocks extend up to the end of the IO space, that many blocks
will be mapped. If there is some other content in the file following
the blocks, the constraint in the magic
field will fail and
will delimit the map that way (provided the binary format is well
designed.)
Previous: Unbounded array maps, Up: Mapping Arrays [Contents][Index]
When an array map is bounded, be it by number of elements or by size,
the bounding value can be mapped itself. To illustrate how this
works, let’s go back to our ELF file and the section containing
relocations. First, we map an Elf64_Shdr
to get the section
header:
(poke) var shdr = Elf64_Shdr @ offset (poke) shdr.sh_offset 120#B (poke) shdr.sh_size 24#B
Now we map an array with the relocations themselves, using a map bounded by size, as we learned in the last section:
(poke) var relocs = ELF64_Rela[shdr.sh_size] @ shdr.sh_offset (poke) relocs'length 3
Now, observe that shdr.sh_size
is mapped itself! This means
that, should the section size be modified (to accommodate an extra
relocation, for example) the mapping of relocs
will reflect
that automatically:
(poke) shdr.sh_size = shdr.sh_size + 1#Elf64_Rela (poke) relocs'length 4
This is certainly an useful idiom, that is often used while poking
around. However, sometimes this is not what we want. If we
don’t want the mapping bounds of relocs
to be tied to
shdr
, we can just use a temporary for the size:
(poke) var s = shdr.sh_size (poke) var relocs = Elf64_Rela[s] @ shdr.sh_offset
Since simple values (such as the size above) are not mapped, this trick works as intended.
Next: Non-strict Mapping, Previous: Mapping Arrays, Up: Mapping [Contents][Index]
Struct fields can be of any type, and that includes function types or closures. This is especially useful to build interfaces.
For orthogonality, it is possible to map function types. The result of the mapping is not very useful though: mapping a function type results in a function with an empty body. If the function returns a value, a default value (zero for integral types, empty arrays for array types, etc) is returned.
Example:
(poke) type Fun = (int) int (poke) Fun @ 0#B #<closure> (poke) (Fun @ 0#B) (10) 0x0
Next: Unmapping, Previous: Mapping Functions, Up: Mapping [Contents][Index]
The map operator @
performs what we call a strict
mapping. This means that the data integrity of the mapped data is
checked for. Often this is what we want.
However, sometimes we have to work with incorrect or incomplete data. In these cases, we want to inspect that data and complete it using poke.
For this purpose poke provides an alternate map operator @!
that behaves exactly like the normal operator, but inhibits the
control of data integrity.
The attribute 'strict
can be used to query whether a given
value is strict or non-strict. Non-mapped values are strict by
definition.
Previous: Non-strict Mapping, Up: Mapping [Contents][Index]
The unary unmap
operator has the form:
unmap value
It gets any value and produces the same value, making it not mapped in case it is a mapped value.
This is useful when we want to read a data structure from the IO space (say, an array of integers) and then use it for storage without changing the underlying IO space. We would do something like:
(poke) var a = unmap (int[3] @ 10#B) (poke) a[2] = 100
Next: Terminal, Previous: Mapping, Up: The Poke Language [Contents][Index]
Sometimes an error or some other unexpected situation arises. Poke provides an exceptions mechanism to deal with these situations.
• Exceptions: | List of supported exception types. | |
• try-catch: | Catching exceptions in programs. | |
• try-until: | Running code until some exception occurs. | |
• raise: | Raising exceptions in programs. | |
• exception-predicate: | Turning exceptions into booleans. | |
• assert: | Asserting conditions in programs. |
Next: try-catch, Up: Exception Handling [Contents][Index]
Exceptions in Poke are values of type Exception
, which is a
struct defined like this:
type Exception = struct { int<32> code; string msg; };
where code
identifies the type of the exception, and msg
is supposed to be a textual description of the exceptional situation.
You can use codes 255
and higher for your own exceptions. For
example:
raise Exception { code = 255; msg = "double upset event" };
User-defined exceptions should be registered using exception_code
function. For example:
var E_my_exception = Exception { code = exception_code, msg = "double upset event", };
where the E_my_exception.code
is a unique number greater than or
equal to 255
.
Exception codes in the range 0..254
are reserved for poke.
These are used in predefined exceptions which are standard, and have
specific meanings:
E_generic
Generic error.
E_out_of_bounds
Out of bounds exception. This can be raised when accessing containers, like arrays and strings.
E_eof
End of file exception. This can be raised when mapping in the IO space.
E_elem
Invalid element exception. This is raised when attempting to access union fields that do not exist.
E_constraint
Constraint violation exception. This is raised when a constraint exception fails while mapping or constructing a struct.
E_conv
Conversion exception. This can be raised while casting values.
E_map_bounds
Out of map bounds exception. This can be raised while modifying a mapped value in a way it would violate its declared boundary (like the size of a mapped array.)
E_map
No map exception. This is raised when trying to map a not mapped value.
E_div_by_zero
Division by zero exception.
E_no_ios
No IOS exception. This is raised when the IO space is accessed but there is no IO space.
E_no_return
No return exception. This is raised when the end of a void function is reached.
E_io
Generic IO exception.
E_io_flags
Invalid flags were tried while opening an IO device.
E_assert
Assertion failure exception. This is raised by assert
statement.
E_overflow
This exception is raised when signed overflow is detected in an arithmetic operation.
E_perm
This exception is raised when some operation can’t be performed due to incorrect (lack of) permissions or capabilities. An example is writing to a read-only IO space.
The exception codes of the standard exceptions are available in the
form of EC_*
variables. For example, this how you would raise
an IO error with a particular message:
raise Exception { code = EC_io, msg = "fluzo capacitator overheat impedes IO" }
Next: try-until, Previous: Exceptions, Up: Exception Handling [Contents][Index]
try-catch
The try-catch
statement provides a way to catch exceptions and
handle them.
The simplest form of the statement is:
try stmt catch compound_stmt
where stmt is any statement and compound_stmt is a compound statement. First, stmt is executed. If during its execution an exception is raised, then compound_stmt is executed.
The second form of the statement allows you to catch just one type of exception:
try stmt catch if exp compound_stmt
where exp is an expression that should evaluate to an
Exception
. The handler compound_stmt will only be
executed if that specific exception is caught. Any other exception
will be re-raised.
The third form of the statement is the most generic:
try stmt catch (Exception formal) compound_stmt
where formal is a formal argument that contains the exception when compound_stmt is executed.
Next: raise, Previous: try-catch, Up: Exception Handling [Contents][Index]
try-until
The try-until
statement allows you to execute instructions until
some exception is caught. The syntax is:
try stmt until exp
where stmt is the statement that will be executed repeatedly
until some exception is raised. If the raised exception has type
exp then execution continues normally. exp should be an
expression that evaluates to an Exception
.
This statement is particularly useful for mapping IO spaces until an
eof
condition occurs. For example, this is how we would
compute with every integer in the current IO space:
var o = 0#B; try { compute (int @ o); o = o + 1#B; } until E_eof;
It is possible to leave the loop from within stmt using the
break
statement.
Next: exception-predicate, Previous: try-until, Up: Exception Handling [Contents][Index]
raise
In previous sections we saw how exceptions are usually the side-product of performing certain operations. For example, a division by zero.
However, it is also useful to explicitly raise exceptions. The
raise
statement can be used for that purpose. Its syntax is:
raise exception;
where exception is an integer. This integer can be any number,
but most often is one of the E_*
codes defined in Poke.
Next: assert, Previous: raise, Up: Exception Handling [Contents][Index]
It is often needed to determine whether the execution of some given
code raised some particular exception. A possibility is to use a
try-catch
statement like in the following example, a
pretty-printer in an union type:
method _print = void: { try print "#<%u32d>", simple_value; catch if E_elem { print "%v\n", complex_value; } }
This works as intended, but it is somewhat verbose and not that easy
to read for anyone not accustomed to the idiom. It is better to use
the exception predicate operator, ?!
, that has two forms:
exp ?! exception { [statements...] } ?! exception
In the first form, the expression exp is executed. If the
execution raises the exception exception then the result of the
predicate is 0
(false), otherwise it is 1
(true). The
value of the expression is discarded.
In the second form, the compound statement passed as the first operand
is executed. If the exception exception is raised, then the
result of the predicate is 0
(false), otherwise it is 1
(true).
Using exception predicates the pretty-printer above can be written in a much more readable way:
method _print = void: { if (simple_value ?! E_elem) print "#<%u32d>", simple_value; else print "%v\n", complex_value; }
Or, alternatively (and slightly more efficiently):
method _print = void: { ({ print "<%u32d>", simple_value; } ?! E_elem) || print "%v\n", complex_value; }
Previous: exception-predicate, Up: Exception Handling [Contents][Index]
assert
The assert
statement allows you test if a condition is true,
if not, the program will raise an exception with code EC_assert
.
assert (condition) assert (condition, message)
The optional message will be part of the msg
field of
raised Exception
to explain the situation.
assert (1 == 1); assert (0 == 0, ``Zero is equal to zero'');
assert
is useful for writing unit tests.
Next: Printing, Previous: Exception Handling, Up: The Poke Language [Contents][Index]
Poke programs have access to a text-oriented terminal, that can be used to communicate with the user. The system provides several primitive functions to manipulate the terminal, which are described in the sections below.
• Terminal Colors: | Foreground and background colors. | |
• Terminal Styling: | Styling output with classes. | |
• Terminal Hyperlinks: | Click-able hyperlinks. |
Next: Terminal Styling, Up: Terminal [Contents][Index]
At every moment the text terminal is configured to use certain foreground and background colors. Initially, these are the default colors, which depend on the underlying terminal capabilities, and maybe also on some system wide configuration setting.
Terminal colors are encoded in triplets of integers signifying RGB
colors, i.e. levels of beams for red, green and blue. These
triplets are implemented as values of type int<32>[3]
.
The special value [-1, -1, -1]
means the default color, for
both foreground and background. There are two predefined variables
for this:
var term_default_color = [-1,-1,-1]; var term_default_bgcolor = [-1,-1,-1];
Getting and setting the foreground and background colors is performed
using the term_get_color
, term_set_color
,
term_get_fgcolor
and term_set_fgcolor
functions, with
signatures:
fun term_get_color = int<32>[3] fun term_set_color = (int<32>[3] color) void fun term_get_bgcolor = int<32>[3] fun term_set_bgcolor = (int<32>[3] color) void
Next: Terminal Hyperlinks, Previous: Terminal Colors, Up: Terminal [Contents][Index]
Styling of the output sent to the terminal is supported in the form of styling classes. Each class is characterized by a name, a string.
A class is activated by using the function term_begin_class
,
and deactivated by using the function term_end_class
. Several
classes can be activated simultaneously, but they should be
deactivated in reverse order. It is down to the implementation to
decide how to honor some given class, i.e. to decide how to
characterize it physically (visually, or audibly, or using an
electrical discharge on the keyboard, or whatever) The class may very
well be ignored all together. Poke programs should never rely on how
a specific class is implemented.
The term_begin_class
and term_end_class
functions have
the following signatures:
fun term_begin_class = (string class) void fun term_end_class = (string class) void
Styling classes can overlap, but trying to deactivate them in the
wrong order will cause an error in the form of an E_inval
exception.
Previous: Terminal Styling, Up: Terminal [Contents][Index]
The poke terminal supports terminal hyperlinks. Each hyperlink is
characterized by an URL, and an ID. The term_begin_hyperlink
and term_end_hyperlink
functions have the following signatures:
fun term_begin_hyperlink = (string url, string id) void fun term_end_hyperlink = void
Hyperlinks can overlap, but trying to end an hyperlink when there is
no t a currently open one will result in an E_generic
exception
raised.
Next: Comments, Previous: Terminal, Up: The Poke Language [Contents][Index]
Poke programs can print text to the standard output in two ways: simple unformatted output, and formatted output.
• print: | simple output. | |
• printf: | formatted output. |
print
The print
statement prints the given string to the standard
output. print
outputs text strings verbatim. It can be
invoked using two alternative syntaxes, which are equivalent:
print (str); print str;
print
is simple, but fast. It is good to use it in simple
cases where the information to print out doesn’t require any kind of
formatting and styling.
printf
The printf
statement gets a format string and, optionally, a
list of values to print. It can be invoked using two alternative
syntaxes, which are equivalent:
printf (fmt[, value…]) printf fmt[, value…]
The format string fmt is printed verbatim to the standard
output, but for format tags which start with %
. These
format tags are interpreted especially.
Most of the format tags “consume” one of the specified values.
Every value in the list shall be described by a tag, or the compiler
will signal an error. Likewise, values without a corresponding
describing tag is an error. These tags are:
%s
Print the argument as a string.
%ibits(d|x|o|b|c)
Print the argument as a signed integer of size bits. The last letter determines how the argument is printed.
d
Print the integer in decimal.
x
Print the integer in hexadecimal.
o
Print the integer in octal.
b
Print the integer in binary.
c
Print the integer as an ASCII character. This only works with 8 bit integers.
%u
Same as %i
, but for unsigned integers.
%c
A shorter way to write %u8c
.
%v
Print the value printed representation of the argument, which can be
of any type including complex types like arrays and structs. This is
similar to the write
operation available in many Lisp systems.
This tag supports an optional numerical argument (restricted to a single digit) that specifies the maximum depth level when printing structures. Example:
(poke) printf ("%1v\n", struct { s = struct { i = 10 }, l = 20L }); struct {s=struct {…},l=0x14L}
By default, the depth level is 0
, which means no limit.
This tag also support an optional flag that specifies how the value is
printed. The supported tags are F
(for flat) and
T
(for tree). The default is flat. Example:
(poke) printf ("%Tv\n", struct { s = struct { i = 10 }, l = 20L }); struct { s=struct { i=0xa }, l=0x14L } (poke) printf ("%Fv\n", struct { s = struct { i = 10 }, l = 20L }); struct {s=struct {i=0xa},l=0x14L}
This tag is mainly intended to be used in pretty-printers.
The following format tags do not consume arguments. They support emitting styled text using the libtextstyle approach of having styling classes that you can customize in a .css file.
%<classname:
Start the styling class with name classname. The class name cannot be empty.
%>
End the last opened styling class. All styling classes should be ended before finishing the format string.
%%
Print %
character.
Note that styling classes can be nested, but all classes should be ended before finishing the format string.
If you use a name class, you can define how to style it in the
.css file (poke installs and uses poke-default.css but you can
set the POKE_STYLE
environment variable to point to another
css) like this:
.NAME { text-decoration: blink; color : pink; }
Examples:
(poke) printf "This is a NAME: %<NAME:xxx%>" This is a NAME: xxx (poke) printf "Name: %<string:%s%> Age: %<integer:%i32d%>, "Jose", 39 Name: Jose Age: 39
Next: Modules, Previous: Printing, Up: The Poke Language [Contents][Index]
There are several ways to document your Poke programs: comments of several types and support for separator characters.
• Multi-line comments: | C-like comments. | |
• Single line comments: | C++-like comments. | |
• Vertical separator: | Using form-feed characters. |
Next: Single line comments, Up: Comments [Contents][Index]
Poke supports C-like multi-line, comments, which is text enclosed
between /*
and */
sequences. These comments cannot be
nested.
Next: Vertical separator, Previous: Multi-line comments, Up: Comments [Contents][Index]
C++-like single line comments are supported. Everything after the
//
sequence is interpreted as a comment, until the end of the
line or the end of the file, whatever comes first.
Previous: Single line comments, Up: Comments [Contents][Index]
Poke ignores form feed characters (ASCII code 12, often visualized as ^L). In GNU software, this character is traditionally used to separate conceptually different entities in source files.
Next: System, Previous: Comments, Up: The Poke Language [Contents][Index]
It is common for pickles to depend on stuff defined in other pickles.
In such cases, the load
language construction can be used to
load pickles from your Poke program. The syntax is:
load module;
where module is the name of the pickle to load.
For example, your Poke program may want to access some ELF data structures. In that case, we can just do:
/* Pickle to poke the contents of some ELF section. */ load elf; /* … code … */
When asked to open a module, poke assumes it is implemented in a file named module.pk. In the example above, it will try to load elf.pk.
The pickles are searched first in the current working directory. If not found, then prefix/share/poke/module.pk is tried next.
If the environment variable POKEDATADIR
is defined, it replaces
prefix/share/poke. This is mainly intended to test a
poke program before it gets installed in its final location.
Nothing prevents you to load the same pickle twice. This will work if the pickle doesn’t include definitions, but just executes statements. Otherwise, you will likely get an error due to trying to define stuff twice.
There is an alternate syntax of the load
construction that is
useful when the module is implemented in a file whose name doesn’t
conform to a Poke identifier. This happens, for example, when the
file name contains hyphens. Example:
load "my-pickle.pk";
Note that if you use this variant of load
, you must specify the
full file name, including whatever extension it uses (usually
.pk).
Next: VM, Previous: Modules, Up: The Poke Language [Contents][Index]
Poke provides several constructions to interact with the operating system. These are described in the subsections below.
• getenv: | Environment variables. | |
• rand: | Pseudo-random numbers. |
The getenv
built-in function has the form:
fun getenv (string name) string:
Given the name of an environment variable, it returns a string with
its value. If the variable is not defined in the environment, then
the E_inval
exception is raised.
The rand
built-in function has the form:
fun rand = (uint<32> seed = 0) int<32>:
It returns a pseudo-random number in the range of the unsigned 32-bit integers. If a seed different to zero is provided, it is used to initialize a new sequence of pseudo-random numbers (which includes the one returned.)
The get_time
builtin function can be used in order to seed the
pseudo-random number generator very easily:
srand (get_time[1])
Next: Debugging, Previous: System, Up: The Poke Language [Contents][Index]
The Poke language provides a set of pre-defined functions which can be used to access and modify properties of the underlying implementation running the Poke programs.
• vm_obase : | Get the output base. | |
• vm_set_obase : | Set the output base. | |
• vm_opprint : | Get whether pretty-printers are used. | |
• vm_set_opprint : | Set whether pretty-printers are used. | |
• vm_oacutoff : | Get the cutoff limit for array printing. | |
• vm_set_oacutoff : | Set the cutoff limit for array printing. | |
• vm_odepth : | Get the maximum output depth level. | |
• vm_set_odepth : | Set the maximum output depth level. | |
• vm_oindent : | Get the output indentation step. | |
• vm_set_oindent : | Set the output indentation step. | |
• vm_omaps : | Get whether output maps get printed. | |
• vm_set_omaps : | Set whether output maps get printed. | |
• vm_omode : | Get the current output mode. | |
• vm_set_omode : | Set the current output mode. |
Next: vm_set_obase
, Up: VM [Contents][Index]
vm_obase
The pre-defined function vm_obase
returns the current output
base in use in the underlying VM. It has the following prototype:
fun vm_obase = int<32>:
Next: vm_opprint
, Previous: vm_obase
, Up: VM [Contents][Index]
vm_set_obase
The pre-defined function vm_set_obase
sets the output base in
the underlying VM. It has the following prototype:
fun vm_set_obase = (int<32> obase) void:
Where obase is the output base to set. The base must be one of
2 (for binary), 8 (for octal), 10 (for decimal) or 16 (for
hexadecimal). If the provided base is not contained in that set,
vm_set_obase
raises E_inval
.
Next: vm_set_opprint
, Previous: vm_set_obase
, Up: VM [Contents][Index]
vm_opprint
The pre-defined function vm_opprint
returns a boolean
indicating whether pretty-printers are used when printing struct
values, or not. It has the following prototype:
fun vm_opprint = int<32>:
Next: vm_oacutoff
, Previous: vm_opprint
, Up: VM [Contents][Index]
vm_set_opprint
The pre-defined function vm_set_opprint
sets a flag in the
underlying VM, indicating whether pretty-printers are used when
printing struct values. It has the following prototype:
fun vm_set_opprint = (int<32> pretty_print_p) void:
Next: vm_set_oacutoff
, Previous: vm_set_opprint
, Up: VM [Contents][Index]
vm_oacutoff
The pre-defined function vm_oacutoff
returns an integer
indicating the current cutoff limit used when printing array values.
It has the following prototype:
fun vm_oacutoff = int<32>:
Next: vm_odepth
, Previous: vm_oacutoff
, Up: VM [Contents][Index]
vm_set_oacutoff
The pre-defined function vm_set_oacutoff
sets the current
cutoff limit used when printing array values. It has the following
prototype:
fun vm_set_oacutoff = (int<32> cutoff) void:
where cutoff is an integer specifying the maximum number of array elements that get printed.
Next: vm_set_odepth
, Previous: vm_set_oacutoff
, Up: VM [Contents][Index]
vm_odepth
The pre-defined function vm_odepth
returns an integer
indicating the maximum depth level used when printing nested
structures. It has the following prototype:
fun vm_odepth = int<32>:
Next: vm_oindent
, Previous: vm_odepth
, Up: VM [Contents][Index]
vm_set_odepth
The pre-defined function vm_set_odepth
sets the maximum depth
level to be used when printing nested structures. It has the
following prototype:
fun vm_set_odepth = (int<32> depth_level) void:
where depth_level specifies the number of depth levels in nested structs to consider when printing nested structures.
Next: vm_set_oindent
, Previous: vm_set_odepth
, Up: VM [Contents][Index]
vm_oindent
The pre-defined function vm_oindent
returns an integer
indicating the indentation step. It has the following prototype:
fun vm_oindent = int<32>:
Next: vm_omaps
, Previous: vm_oindent
, Up: VM [Contents][Index]
vm_set_oindent
The pre-defined function vm_set_oindent
sets the indentation
level used when printing nested structures. It has the following
prototype:
fun vm_set_oindent = (int<32> step) void:
where step specifies how much to indent when printing nested structures. This value typically translates into the number of white spaces (or tabs) used in terminals, but this must not be relied on since other printing media may interpret it differently.
Next: vm_set_omaps
, Previous: vm_set_oindent
, Up: VM [Contents][Index]
vm_omaps
The pre-defined function vm_omaps
returns a boolean indicating
whether offset information is included when printing out values. It
has the following prototype:
fun vm_omaps = int<32>:
vm_set_omaps
The pre-defined function vm_set_omaps
sets whether offset
information is included when printing out values. It has the following
prototype:
fun vm_set_omaps = (int<32> omaps_p) void:
Next: vm_set_omode
, Previous: vm_set_omaps
, Up: VM [Contents][Index]
vm_omode
The pre-defined function vm_omode
returns an integer indicating
the currently enabled output mode. It has the following prototype:
fun vm_omode = int<32>:
There are currently two supported output modes:
var VM_OMODE_PLAIN = 0; var VM_OMODE_TREE = 1;
vm_set_omode
The pre-defined function vm_set_omode
sets the output mode to
use by default when printing values. It has the following prototype:
fun vm_set_omode = (int<32> omode) void:
Where omode is one of the VM_OMODE_*
values documented
above.
Previous: VM, Up: The Poke Language [Contents][Index]
• __LINE__ and __FILE__: | Error locations in traces. | |
• strace: | Printing out PVM stack traces |
__LINE__
and __FILE__
When printing traces it is often useful to include a description of the location of the trace. The poke compiler provides two builtins for this purpose.
__LINE__
Expands to an unsigned 64-bit integer containing the current line of the program being compiled.
__FILE__
Expands to a string with the name of the file currently being compiled. If the
program is read from the standard input (like in the REPL) then this
is "<stdin>"
.
Previous: __LINE__ and __FILE__, Up: Debugging [Contents][Index]
The strace
built-in function has the prototype:
fun strace = void:
It prints out the current contents of the PVM stack. This is especially useful to debug the code generated by the compiler.
Next: The Machine-Interface, Previous: The Poke Language, Up: Top [Contents][Index]
GNU poke ships with a standard library for Poke programs that is available to Poke programs. The following sections detail the facilities provided by the library.
• Standard Integral Types: | int, long and the like. | |
• Standard Offset Types: | off64 and the like. | |
• Standard Units: | b, B, Kb and the like. | |
• Conversion Functions: | catos, atoi, etc. | |
• Array Functions: | Functions which deal with arrays. | |
• String Functions: | Functions which deal with strings. | |
• Sorting Functions: | qsort. | |
• CRC Functions: | Cyclic Redundancy Checksums. | |
• Dates and Times: | Processing and displaying dates and times. | |
• Offset Functions: | Useful functions that operate on offsets. |
Next: Standard Offset Types, Up: The Standard Library [Contents][Index]
The Poke standard library provides the following standard integral types.
bit
1-bit unsigned integer.
nibble
4-bit unsigned integer.
uint8
byte
char
8-bit unsigned integer.
uint16
ushort
16-bit unsigned integer.
uint32
uint
32-bit unsigned integer.
uint64
ulong
64-bit unsigned integer.
int8
8-bit signed integer.
int16
short
16-bit signed integer.
int32
int
32-bit signed integer.
int64
long
64-bit signed integer.
Next: Standard Units, Previous: Standard Integral Types, Up: The Standard Library [Contents][Index]
The Poke standard library provides the following standard offset types.
off64
64-bit signed offset in bits.
uoff64
64-bit unsigned offset in bits.
Next: Conversion Functions, Previous: Standard Offset Types, Up: The Standard Library [Contents][Index]
The following list of units are defined in the standard library.
Base units:
b
bits.
N
nibbles.
B
bytes.
Base 10 units:
Kb
kilo bits (1000 bits.)
KB
Kilo bytes (1000 bytes.)
Mb
Mega bits.
MB
Mega bytes.
Gb
Giga bits.
GB
Giga bytes.
Base 2 units:
Kib
kilo bits (1000 bits.)
KiB
Kilo bytes (1000 bytes.)
Mib
Mega bits.
MiB
Mega bytes.
Gib
Giga bits.
GiB
Giga bytes.
Next: Array Functions, Previous: Standard Units, Up: The Standard Library [Contents][Index]
The Poke standard library provides the following functions to do useful conversions.
• catos: | converting characters arrays into string. | |
• stoca: | filling character arrays from strings. | |
• atoi: | converting strings to integers. | |
• ltos: | converting integers to strings. |
Next: stoca, Up: Conversion Functions [Contents][Index]
catos
It is often useful to convert arrays of characters into strings. The
standard function catos
provides the following interface:
fun catos = (char[] chars) string: { … }
It builds a string containing the characters in chars, and returns it. Examples:
(poke) catos (['a','b','c']) "abc" (poke) catos (['\0']) ""
Note that if the passed array contains a NULL
character
'\0'
then no further characters are processed. For example:
(poke) catos (['f','o','o','\0','b','a','r']) "foo"
Next: atoi, Previous: catos, Up: Conversion Functions [Contents][Index]
stoca
Sometimes we want to store strings in character arrays. The standard
function stoca
provides the following interface:
fun stoca = (string s, char[] ca, char fill = 0) void: { … }
It fills the given array ca with the contents of the string
s. If the string doesn’t fit in the array, then
E_out_of_bounds
is raised. If the length of the string is less
than the length of the array, the extra characters are set to the
fill character, which defaults to \0
.
Next: ltos, Previous: stoca, Up: Conversion Functions [Contents][Index]
atoi
The standard function atoi
provides the following interface:
fun atoi = (string str, int base = 10) long: { … }
It parses a signed integral number in the given base in the string str and returns it as a signed 64-bit integer.
The accepted values for base are 2
, 8
, 10
(the default) and 16
. If any other base is requested an
E_inval
exception is raised.
Note that atoi allows for extra information to be stored in str after the parsed integer. Thus, this works:
(poke) atoi ("10foo") 10L
Previous: atoi, Up: Conversion Functions [Contents][Index]
ltos
The ltos
standard function converts a given long integer into
its printed representation in some given base. It has the following
prototype:
fun ltos = (long i, uint base = 10) string:
where i is the number for which to calculate the printed representation, and base is a number between 0 and 16.
Next: String Functions, Previous: Conversion Functions, Up: The Standard Library [Contents][Index]
The Poke standard library provides the following functions to do work on arrays:
• reverse: | Reverse the elements of a given array. |
Up: Array Functions [Contents][Index]
reverse
The standard function reverse
provides the following interface:
fun reverse = (any[] a) void:
It reverses the elements of the given array.
Next: Sorting Functions, Previous: Array Functions, Up: The Standard Library [Contents][Index]
The Poke standard library provides the following functions to do work on strings:
• ltrim: | Remove leading characters. | |
• rtrim: | Remove trailing characters. | |
• strchr: | Locate a character in a string. |
Next: rtrim, Up: String Functions [Contents][Index]
ltrim
The standard function ltrim
provides the following interface:
fun ltrim = (string s, string cs = " \t") string: { … }
It returns a copy of the input string s
with any leading
character that also appears in cs removed.
Next: strchr, Previous: ltrim, Up: String Functions [Contents][Index]
rtrim
The standard function rtrim
provides the following interface:
fun rtrim = (string s, string cs = " \t") string: { … }
It returns a copy of the input string s
with any trailing
character that also appears in cs removed.
Previous: rtrim, Up: String Functions [Contents][Index]
strchr
The standard function strchr
provides the following interface:
fun strchr = (string s, uint<8> c) int<32>: { … }
It returns the index of the first occurrence of the character c in the string s. If the character is not found in the string, this function returns the length of the string.
Next: CRC Functions, Previous: String Functions, Up: The Standard Library [Contents][Index]
• qsort: | Sorting arrays with quicksort. |
Up: Sorting Functions [Contents][Index]
qsort
The standard function qsort
has the following prototype:
fun qsort = (any[] array, Comparator cmp_f, long left = 0, long right = array'length - 1) void
where array is the array to sort, cmp_f is a comparator function, left is the index of the first array element to include in the sorting, and right is the index of the last array element to include in the sorting. Both left and right are optional, and the default is to cover the whole array.
The comparator function cmp_f should have the following prototype:
type Comparator = (any,any):int
Next: Dates and Times, Previous: Sorting Functions, Up: The Standard Library [Contents][Index]
Many file formats use checksums of one sort or another. Therefore you may want to write such a checksum or verify a checksum in a constrained field. See Field Constraints.
Some formats use simple additive checksums. Another common checksum
is the Cyclic Redundancy Checksum (CRC). The standard function
crc32
calculates the 32 bit CRC defined by ISO-3309.
fun crc32 = (byte[] buf) uint<32>: { … }
This function returns the 32 bit CRC for the data contained in the array buf.
Next: Offset Functions, Previous: CRC Functions, Up: The Standard Library [Contents][Index]
Often a format encodes a date and time expressed as the number of
seconds since midnight, January 1st 1970. You could map these
simply as integers. However, the standard library provides two types
POSIX_Time32
and POSIX_Time64
which include
pretty-printers to display the date in a human readable format. The
definition is:
type POSIX_Timesize = struct { uint<size> seconds; method _print = void: { … } }
where size is either 32 or 64. When pretty printing is enabled, a mapped value of these types will display similar to
#<2019-Dec-12 8:54:56>
whereas when pretty printing is not enabled, this example would be displayed as:
POSIX_Time32 {seconds=1576140896U}
Note that timestamps of this type do not account for leap seconds and are agnostic towards timezone.
Occasionally you might wish to print an unmapped timestamp value in a
human readable format. To do this, you can use the ptime
function,
which is defined as follows:
fun ptime = (uint<64> seconds) void: { … }
This pickle also provides a type Timespec
that can store Unix
times to nanosecond precision, and has the form:
type Timespec = struct { int<64> sec; int<64> nsec; };
The function gettimeofday
uses the get_time
builtin in
order to construct an instance of Timespec
. For example:
(poke) gettimeofday Timespec { sec=1604918423L, nsec=753492546L } (poke) ptime (gettimeofday.sec) 2020-Nov-9 10:40:36
Previous: Dates and Times, Up: The Standard Library [Contents][Index]
• alignto: | Align an offset to a given alignment. |
Up: Offset Functions [Contents][Index]
The alignto
function has the prototype:
fun alignto = (uoff64 offset, uoff64 to) uoff64: { … }
It returns an offset that is the result of aligning the given offset to the given alignment to.
Next: The Poke Virtual Machine, Previous: The Standard Library, Up: Top [Contents][Index]
GNU poke can be executed in a special mode in which it communicates with a client using a machine-friendly interface. This makes it possible to write programs like graphical user interfaces, testing programs and the like. This section describes this operation mode and provides a full description of the interface, for client application writers.
• MI overview: | Description of the MI. | |
• Running poke in MI mode: | Running poke with –mi | |
• MI transport: | Frame messages. | |
• MI protocol: | Messages, requests, responses, events. |
Next: Running poke in MI mode, Up: The Machine-Interface [Contents][Index]
A client application can communicate with poke through the machine-interface:
+--------+ MI +--------+ | client |------ O------| poke | +--------+ +--------+
There are two ways in which the communication can be performed: through pipes and through TCP network connections.
When using the pipe operation mode, the client application runs poke as a sub process. Data is obtained from poke reading from its standard output, and data is fed to poke writing to its standard input:
+--------+ stdin +--------+ | client |------------->| poke | +--------+ +--------+ ^ | stdout | | +-----------------------+
When using the TCP network operation mode the client uses a bidirectional socket to communicate with a running poke process. This has the advantage of allowing having poke and the client application running on different machines:
+--------+ socket (----)__ socket +--------+ | client |<-------->( network )<-------->| poke | +--------+ (-------) +--------+
Next: MI transport, Previous: MI overview, Up: The Machine-Interface [Contents][Index]
The following poke command-line options are relevant to the machine-interface.
Run poke in Machine-Interface mode.
Use a network TCP socket to communicate with the client. port is the port to use, or zero. If zero, then poke chooses a port on its own. In both cases, poke prints the port used when it starts.
If not using network sockets, poke starts talking MI immediately using the standard input and standard output:
$ poke --mi ^@^@^@G{"poke_mi":0,"type":2,"data":{"type":0,"args":{"version":"0.1-beta"}}}
When using sockets, poke prints the number of the socket where it is listening for requests in the standard output:
$ poke --mi --mi-socket=0 1234
Next: MI protocol, Previous: Running poke in MI mode, Up: The Machine-Interface [Contents][Index]
At the lowest level the communication is performed in terms of frame messages.
The layout of each message is:
type PMI_FrameMessage = struct { big uint<4> size : size <= 2048; byte[size] payload; }
Where size is the length of the payload, measured in bytes. The maximum length of a frame message payload is two kilobytes.
Previous: MI transport, Up: The Machine-Interface [Contents][Index]
Requests are initiated by the client. Once a request is sent, it will trigger a response. The response is paired with the triggering request by the request’s sequence number.
Responses are initiated by poke, in response to a request received from the client.
Events are initiated by poke.
• MI Requests: | ||
• MI Responses: | ||
• MI Events: |
Next: MI Responses, Up: MI protocol [Contents][Index]
• Request EXIT: | ask poke to exit. | |
• Request PRINTV: | ask poke to return the printed representation of the given Poke value. |
Next: Request PRINTV, Up: MI Requests [Contents][Index]
This request asks poke to exit in an orderly way. It has no arguments.
Previous: Request EXIT, Up: MI Requests [Contents][Index]
This request is used to get the printed representation of a given Poke value.
Arguments:
The Poke value to get the printed representation of.
Next: MI Events, Previous: MI Requests, Up: MI protocol [Contents][Index]
• Response EXIT: | poke confirms it will exit. | |
• Response PRINTV: | poke returns the printed representation of the value. |
Next: Response PRINTV, Up: MI Responses [Contents][Index]
This is the response to the EXIT request.
Attributes:
If true
, poke will exit. If false
, something prevents
poke to exit.
If success_p is false
, this attribute contains a string
indicating the reason why poke refuses to exit.
Previous: Response EXIT, Up: MI Responses [Contents][Index]
This is the response to the PRINTV request.
Attributes:
If true
, poke was able to get the printed representation of the value.
If false
, an error occurred that prevented poke to handle the request.
If success_p is true
, this attribute contains the printed
representation of the Poke value that was passed to the request.
If success_p is false
, this attribute contains a string indicating
the reason why poke could not get the printed representation of the value.
Previous: MI Responses, Up: MI protocol [Contents][Index]
• Event INITIALIZE: | poke has been initialized. |
This event is sent by poke when it finishes initializing and is ready to receive requests.
Arguments:
An integer with the version of the MI protocol that this poke instance speaks.
A string with the printable representation of the version of the poke instance. This is intended to be used for the client to show to the users.
Next: Table of ASCII Codes, Previous: The Machine-Interface, Up: Top [Contents][Index]
• PVM Instructions: | Virtual Machine instructions. |
Next: IOS related instructions, Up: PVM Instructions [Contents][Index]
Next: Instruction exit, Up: VM instructions [Contents][Index]
Synopsys:
canary
This instruction installs a canary to mark the bottom of the stack, which is cheched by the ‘exit’ instruction. To be most effective this should be executed before the stack is used for the first time.
Stack: ( -- )
Next: Instruction pushend, Previous: Instruction canary, Up: VM instructions [Contents][Index]
Synopsys:
exit
Do some cleanup and finish execution of a PVM program. This checks the stack sentinel installed by the ‘canary’ instruction.
Stack: ( -- )
Next: Instruction popend, Previous: Instruction exit, Up: VM instructions [Contents][Index]
Synopsys:
pushend
Push the current endianness on the stack. This endianness is part of the global state of the PVM.
Stack: ( -- INT )
Next: Instruction pushob, Previous: Instruction pushend, Up: VM instructions [Contents][Index]
Synopsys:
popend
Pop a signed integer from the stack and make it the current endianness in the PVM. The possible values for endianness are IOS_ENDIAN_LSB and IOS_ENDIAN_MSB.
Stack: ( INT -- )
Next: Instruction popob, Previous: Instruction popend, Up: VM instructions [Contents][Index]
Synopsys:
pushob
Push output base.
This instruction pushes a signed integer value with the output base that is used when printing PVM values. Valid values are 2, 8, 10 and 16.
Stack: ( -- INT )
Next: Instruction pushom, Previous: Instruction pushob, Up: VM instructions [Contents][Index]
Synopsys:
popob
Pop and set output base.
This instructions pops a signed integer from the stack and uses it to set the new output base to be used when printing PVM values. Valid values are 2, 8, 10 and 16.
If an invalid obase is specified then this instruction raises PVM_E_INVAL.
Stack: ( INT -- )
Exceptions: PVM_E_INVAL
Next: Instruction popom, Previous: Instruction popob, Up: VM instructions [Contents][Index]
Synopsys:
pushom
Push output mode.
This instruction pushes a signed integer value with the output mode that is used when printing PVM values. Valid values are 0 for flat mode, and 1 for tree mode.
Stack: ( -- INT )
Next: Instruction pushoo, Previous: Instruction pushom, Up: VM instructions [Contents][Index]
Synopsys:
popom
Pop and set output mode.
This instructions pops a signed integer from the stack and uses it to set the new output mode to be used when printing PVM values. Valid values are 0 for flat mode and 1 for tree mode.
If an invalid omode is specified then this instruction raises PVM_E_INVAL.
Stack: ( INT -- )
Exceptions: PVM_E_INVAL
Next: Instruction popoo, Previous: Instruction popom, Up: VM instructions [Contents][Index]
Synopsys:
pushoo
Push output offsets mode.
This instruction pushes a boolean encoded in a signed integer value indicating whether to show offsets when printing PVM values.
Stack: ( -- INT )
Next: Instruction pushoi, Previous: Instruction pushoo, Up: VM instructions [Contents][Index]
Synopsys:
popoo
Pop and set output offsets mode.
This instructions pops a boolean encoded in a signed integer from the stack and uses it to set the new output offset mode to be used when printing PVM values.
Stack: ( INT -- )
Next: Instruction popoi, Previous: Instruction popoo, Up: VM instructions [Contents][Index]
Synopsys:
pushoi
Push output indentation mode.
This instructions pushes an integer to the stack with the current indentation step configured in the VM. The indentation step determines how many white characters to use in each indentation level when printing output.
Stack: ( -- INT )
Next: Instruction pushod, Previous: Instruction pushoi, Up: VM instructions [Contents][Index]
Synopsys:
popoi
Pop and set output indentation step mode.
This instructions pops an integer from the stack and uses it to set the current indentation step in the VM. The indentation step determines how many white characters to use in each indentation level when printing output.
Stack: ( INT -- )
Next: Instruction popod, Previous: Instruction popoi, Up: VM instructions [Contents][Index]
Synopsys:
pushod
Push output depth.
This instruction pushes a signed integer indicating the depth to use when printing PVM values.
Stack: ( -- INT )
Next: Instruction pushoac, Previous: Instruction pushod, Up: VM instructions [Contents][Index]
Synopsys:
popod
Pop and set output depth.
This instructions pops a signed integer indicating the maximum depth included by the VM when printing values.
Stack: ( INT -- )
Next: Instruction popoac, Previous: Instruction popod, Up: VM instructions [Contents][Index]
Synopsys:
pushoac
Push output array cutoff.
This instruction pushes a signed integer indicating the number of elements that the VM includes in the printed representation of PVM array values.
Stack: ( -- INT )
Next: Instruction pushopp, Previous: Instruction pushoac, Up: VM instructions [Contents][Index]
Synopsys:
popoac
Pop and set output array cutoff.
This instructions pops a signed integer indicating the number of elements that the VM includes in the printed representation of PVM array values.
Stack: ( INT -- )
Next: Instruction popopp, Previous: Instruction popoac, Up: VM instructions [Contents][Index]
Synopsys:
pushopp
Push pretty-print usage.
This instruction pushes a signed integer indicating whether the VM is configured to use pretty-printers.
Stack: ( -- INT )
Next: Instruction pushoc, Previous: Instruction pushopp, Up: VM instructions [Contents][Index]
Synopsys:
popopp
Pop and set usage of pretty-printers.
This instructions pops a signed integer indicating whether to use pretty-printers when printing values and sets it in the VM.
Stack: ( INT -- )
Next: Instruction popoc, Previous: Instruction popopp, Up: VM instructions [Contents][Index]
Synopsys:
pushoc
Push the current output color to the stack, encoded as a RGB triplet.
Stack: ( -- INT INT INT )
Next: Instruction pushobc, Previous: Instruction pushoc, Up: VM instructions [Contents][Index]
Synopsys:
popoc
Pop the RGB triplet at the top of the stack and use it to set the new terminal output color.
Stack: ( INT INT INT -- )
Next: Instruction popobc, Previous: Instruction popoc, Up: VM instructions [Contents][Index]
Synopsys:
pushobc
Push the current output background color to the stack, encoded as a RGB triplet.
Stack: ( -- INT INT INT )
Next: Instruction sync, Previous: Instruction pushobc, Up: VM instructions [Contents][Index]
Synopsys:
popobc
Pop the RGB triplet at the top of the stack and use it to set the new terminal output background color.
Stack: ( INT INT INT -- )
Previous: Instruction popobc, Up: VM instructions [Contents][Index]
Synopsys:
sync
Handle pending signals, and raise exceptions accordingly. This instruction should be emitted in strategic places, such as before backwards jumps and at function prolog, to assure signals are eventually attended to.
Stack: ( -- )
Exceptions: PVM_E_SIGNAL
Next: Function management instructions, Previous: VM instructions, Up: PVM Instructions [Contents][Index]
• Instruction open: | ||
• Instruction close: | ||
• Instruction flush: | ||
• Instruction pushios: | ||
• Instruction popios: | ||
• Instruction ioflags: | ||
• Instruction iosize: | ||
• Instruction iogetb: | ||
• Instruction iosetb: |
Next: Instruction close, Up: IOS related instructions [Contents][Index]
Synopsys:
open
Open a new IO space. The handler string and a set of flags are passed on the stack. The descriptor of the opened IOS is pushed to the stack as a signed integer.
If there is no other IO space opened when this instruction is executed, then the just opened space becomes the current IO space.
If it is not possible to open the IO space according to the provided flags, the PVM_E_IOFLAGS exception is raised. If there is any other error performing the operation, PVM_E_IO is raised.
Stack: ( STR ULONG -- INT )
Exceptions: PVM_E_IOFLAGS, PVM_E_IO
Next: Instruction flush, Previous: Instruction open, Up: IOS related instructions [Contents][Index]
Synopsys:
close
Close an IO space. The descriptor of the space to close is provided on the stack as a signed integer.
If the specified IO space doesn’t exist, this instruction raises PVM_E_NO_IOS. If the operation fails, it raises PVM_E_IO.
Stack: ( INT -- )
Exceptions: PVM_E_NO_IOS, PVM_E_IO
Next: Instruction pushios, Previous: Instruction close, Up: IOS related instructions [Contents][Index]
Synopsys:
flush
Flush an IO space. The descriptor of the space to flush, and the bit-offset up to which perform the flushing are provided on the stack.
If the specified IO space doesn’t exist, this instruction raises PVM_E_IO.
Stack: ( INT ULONG -- )
Exceptions: PVM_E_IO
Next: Instruction popios, Previous: Instruction flush, Up: IOS related instructions [Contents][Index]
Synopsys:
pushios
Push the descriptor of the current IO space on the stack, as a signed integer. If no IO space is currently opened, raise PVM_E_NO_IOS.
Stack: ( -- INT )
Exceptions: PVM_E_NO_IOS
Next: Instruction ioflags, Previous: Instruction pushios, Up: IOS related instructions [Contents][Index]
Synopsys:
popios
Pop an IO space descriptor from the stack and set it as the current IO space. If the specified descriptor doesn’t identify an IO space, raise PVM_E_NO_IOS.
Stack: ( INT -- )
Exceptions: PVM_E_NO_IOS
Next: Instruction iosize, Previous: Instruction popios, Up: IOS related instructions [Contents][Index]
Synopsys:
ioflags
Push an unsigned 64-bit integer with the flags of the given IO space on the stack. The IO space is identified by a descriptor, which is a signed integer. If the given IO space doesn’t exist, raise PVM_E_NO_IOS.
Stack: ( INT -- INT ULONG )
Exceptions: PVM_E_NO_IOS
Next: Instruction iogetb, Previous: Instruction ioflags, Up: IOS related instructions [Contents][Index]
Synopsys:
iosize
Push the size of the given IO space on the stack, as an offset. The IO space is identified by a descriptor, which is a signed integer. If the given IO space doesn’t exist, raise PVM_E_NO_IOS.
Stack: ( INT -- INT OFF )
Exceptions: PVM_E_NO_IOS
Next: Instruction iosetb, Previous: Instruction iosize, Up: IOS related instructions [Contents][Index]
Synopsys:
iogetb
Each IO space has a bias associated with it, which by default is 0 bits. This bias is applied to the offset given to every read/write operation.
This instruction pushes the bias associated to the given IO space to the stack, as an offset. If the given IO space doesn’t exist then the exception PVM_E_NO_IOS is raised.
Stack: ( INT - INT OFF )
Exceptions: PVM_E_NO_IOS
Previous: Instruction iogetb, Up: IOS related instructions [Contents][Index]
Synopsys:
iosetb
Each IO space has a bias associated with it, which by default is 0 bits. This bias is applied to the offset given to every read/write operation.
This instruction sets the bias associated to the given IO space. The bias is specified as an offset. If the given IO space doesn’t exist, the exception PVM_E_NO_IOS is raised.
Stack: ( OFF INT -- OFF )
Exceptions: PVM_E_NO_IOS
Next: Environment instructions, Previous: IOS related instructions, Up: PVM Instructions [Contents][Index]
• Instruction call: | ||
• Instruction prolog: | ||
• Instruction return: |
Next: Instruction prolog, Up: Function management instructions [Contents][Index]
Synopsys:
call
Call a closure on the stack, passing the specified arguments. After the execution of the closure, control is transferred to the instruction immediately following the call instruction.
Stack: ( ARG1 ... ARGN CLOSURE -- RETVAL )
Next: Instruction return, Previous: Instruction call, Up: Function management instructions [Contents][Index]
Synopsys:
prolog
Prepare the PVM for the execution of a function. This instruction shall be the target of every ‘call’ instruction and shall be the first instruction in every function body.
Stack: ( -- )
Previous: Instruction prolog, Up: Function management instructions [Contents][Index]
Synopsys:
return
Return from a function. A function can have many ‘return’ instructions.
Stack: ( -- )
Next: Printing Instructions, Previous: Function management instructions, Up: PVM Instructions [Contents][Index]
• Instruction pushf: | ||
• Instruction popf: | ||
• Instruction pushvar: | ||
• Instruction pushtopvar: | ||
• Instruction popvar: | ||
• Instruction regvar: | ||
• Instruction duc: | ||
• Instruction pec: |
Next: Instruction popf, Up: Environment instructions [Contents][Index]
Synopsys:
pushf N
Push a new lexical frame. If the argument N is bigger than zero, it indicates the number of entries in the frame. If N is 0, it means we don’t know how many entries will be stored in the frame.
Stack: ( -- )
Next: Instruction pushvar, Previous: Instruction pushf, Up: Environment instructions [Contents][Index]
Synopsys:
popf N
Pop N lexical frames.
Stack: ( -- )
Next: Instruction pushtopvar, Previous: Instruction popf, Up: Environment instructions [Contents][Index]
Synopsys:
pushvar BACK, OVER
Retrieve the value of a variable from the lexical environment and push it on the stack. The lexical address of the variable is specified as arguments to the instruction.
Stack: ( -- VAL )
Next: Instruction popvar, Previous: Instruction pushvar, Up: Environment instructions [Contents][Index]
Synopsys:
pushtopvar OVER
Retrive the value of a variable from the top-level frame of the lexical environment and put it on the stack. The OVER part of the lexical address of the variable is specified as an argument to the instruction.
If the variable is not found then raise E_INVAL.
Stack: ( -- VAL )
Next: Instruction regvar, Previous: Instruction pushtopvar, Up: Environment instructions [Contents][Index]
Synopsys:
popvar BACK, OVER
Pop a value from the stack and set it as the value of a variable having the lexical address specified in the arguments, in the current lexical environment.
Stack: ( VAL -- )
Next: Instruction duc, Previous: Instruction popvar, Up: Environment instructions [Contents][Index]
Synopsys:
regvar
Pop a value from the stack and use it as the value for a new variable in the current lexical environment.
Stack: ( VAL -- )
Next: Instruction pec, Previous: Instruction regvar, Up: Environment instructions [Contents][Index]
Synopsys:
duc
Make a copy of the closure at the top of the stack, and replace it.
Stack: ( CLS -- CLS )
Previous: Instruction duc, Up: Environment instructions [Contents][Index]
Synopsys:
pec
Put the current lexical environment to the closure at the top of the stack.
Stack: ( CLS -- CLS )
Next: Format Instructions, Previous: Environment instructions, Up: PVM Instructions [Contents][Index]
In the following instructions the meaning of the argument BASE is the following:
2 - print the number in binary. 8 - print the number in octal. 16 - print the number in hexadecimal. Any other value - print the number in decimal.
Next: Instruction printi, Up: Printing Instructions [Contents][Index]
Synopsys:
indent
Indent the output in the terminal for LVL levels of indentation, using STEP white chars in each indentation level.
LVL is an integer in the under top stack. STEP is an integer in the top of the stack.
Stack: ( INT INT -- )
Next: Instruction printiu, Previous: Instruction indent, Up: Printing Instructions [Contents][Index]
Synopsys:
printi BITS
Given a signed integer and a numeration base in the stack, print the integer to the terminal.
Stack: ( INT INT -- )
Next: Instruction printl, Previous: Instruction printi, Up: Printing Instructions [Contents][Index]
Synopsys:
printiu BITS
Given an unsigned integer and a numeration base in the stack, print the integer to the terminal.
Stack: ( UINT INT -- )
Next: Instruction printlu, Previous: Instruction printiu, Up: Printing Instructions [Contents][Index]
Synopsys:
printl BITS
Given a long and a numeration base in the stack, print the integer to the terminal.
Stack: ( LONG INT -- )
Next: Instruction prints, Previous: Instruction printl, Up: Printing Instructions [Contents][Index]
Synopsys:
printlu BITS
Given an unsigned long and a numeration base in the stack, print the integer to the terminal.
Stack: ( ULONG INT -- )
Next: Instruction beghl, Previous: Instruction printlu, Up: Printing Instructions [Contents][Index]
Synopsys:
prints
Print the string at the top of the stack.
Stack: ( STR -- )
Next: Instruction endhl, Previous: Instruction prints, Up: Printing Instructions [Contents][Index]
Synopsys:
beghl
Begin an hyperlink, using the URL and ID on the stack.
Stack: ( STR STR -- )
Next: Instruction begsc, Previous: Instruction beghl, Up: Printing Instructions [Contents][Index]
Synopsys:
endhl
End the current hyperlink.
If no hyperlink is currently being generated, this instruction raises an exception.
Stack: ( -- )
Exceptions: PVM_E_GENERIC
Next: Instruction endsc, Previous: Instruction endhl, Up: Printing Instructions [Contents][Index]
Synopsys:
begsc
Begin the styling class whose name is found on the stack. This class will be in effect in subsequent print operations until it is explicitly ended by a ‘endsc’ instruction.
Stack: ( STR -- )
Previous: Instruction begsc, Up: Printing Instructions [Contents][Index]
Synopsys:
endsc
End the styling class whose name is found on the stack. This class should have been previously began by a ‘begsc’ instruction.
Stack: ( STR -- )
Next: Main stack manipulation instructions, Previous: Printing Instructions, Up: PVM Instructions [Contents][Index]
• Instruction formati: | ||
• Instruction formatiu: | ||
• Instruction formatl: | ||
• Instruction formatlu: |
In the following instructions the meaning of the argument BASE is the following:
2 - format the number in binary. 8 - format the number in octal. 16 - format the number in hexadecimal. Any other value - format the number in decimal.
Next: Instruction formatiu, Up: Format Instructions [Contents][Index]
Synopsys:
formati BITS
Given a signed integer and a numeration base in the stack, push the string representation to the stack.
Stack: ( INT INT -- STR )
Next: Instruction formatl, Previous: Instruction formati, Up: Format Instructions [Contents][Index]
Synopsys:
formatiu BITS
Given an unsigned integer and a numeration base in the stack, push the string representation to the stack.
Stack: ( UINT INT -- STR )
Next: Instruction formatlu, Previous: Instruction formatiu, Up: Format Instructions [Contents][Index]
Synopsys:
formatl BITS
Given a long and a numeration base in the stack, push the string representation to the stack.
Stack: ( LONG INT -- STR )
Previous: Instruction formatl, Up: Format Instructions [Contents][Index]
Synopsys:
formatlu BITS
Given an unsigned long and a numeration base in the stack, push the string representation to the stack.
Stack: ( ULONG INT -- STR )
Next: Registers manipulation instructions, Previous: Format Instructions, Up: PVM Instructions [Contents][Index]
Next: Instruction drop, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
push VAL
Push the value given as an argument to the main stack.
Stack: ( -- VAL )
Next: Instruction drop2, Previous: Instruction push, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
drop
Pop the value at the top of the main stack, and discard it.
Stack: ( VAL -- )
Next: Instruction drop3, Previous: Instruction drop, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
drop2
Pop the two values at the top of the main stack, and discard them.
Stack: ( VAL VAL -- )
Next: Instruction drop4, Previous: Instruction drop2, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
drop3
Pop the three values at the top of the main stack, and discard them.
Stack: ( VAL VAL VAL -- )
Next: Instruction swap, Previous: Instruction drop3, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
drop4
Pop the four values at the top of the stack, and discard them.
Stack: ( VAL VAL VAL VAL -- )
Next: Instruction nip, Previous: Instruction drop4, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
swap
Exchange the two elements at the top of the stack.
Stack: ( A B -- B A)
Next: Instruction nip2, Previous: Instruction swap, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
nip
Discard the element at the under top of the main stack.
Stack: ( A B -- B )
Next: Instruction nip3, Previous: Instruction nip, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
nip2
Discard the two elements at the under top of the main stack.
Stack: ( A B C -- C )
Next: Instruction dup, Previous: Instruction nip2, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
nip3
Discard the three elements at the under top of the main stack.
Stack: ( A B C D -- D )
Next: Instruction over, Previous: Instruction nip3, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
dup
Push a copy of the element at the top of the main stack.
Stack: ( A -- A A )
Next: Instruction rot, Previous: Instruction dup, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
over
Push a copy of the element at the under top of the main stack.
Stack: ( A B -- A B A )
Next: Instruction nrot, Previous: Instruction over, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
rot
Rotate the three elements at the top of the main stack, clock-wise.
Stack: ( A B C -- B C A )
Next: Instruction tuck, Previous: Instruction rot, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
nrot
Rotate the three elements at the top of the stack, counter clock-wise.
Stack: ( A B C -- C A B )
Next: Instruction quake, Previous: Instruction nrot, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
tuck
Tuck a copy of the element at the top of the stack down two positions.
Stack: ( A B -- B A B )
Next: Instruction revn, Previous: Instruction tuck, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
quake
Swap the two elements at the under top of the stack.
Stack: ( A B C - B A C )
Next: Instruction pushhi, Previous: Instruction quake, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
revn N
Reverse the N elements at the top of the stack.
Stack: ( VAL... -- VAL... )
Next: Instruction pushlo, Previous: Instruction revn, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
pushhi VAL
Push the high 32 bits of the value passed as an argument to the main stack. This instruction shall be completed with a ‘pushlo’.
This instruction is a workaround to a limitation of Jitter.
Stack: ( -- HI32(VAL) )
Next: Instruction push32, Previous: Instruction pushhi, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
pushlo VAL
Push the low 32 bits of the value passed as an argument to the main stack. This instruction shall be preceded by a ‘pushhi’.
This instruction is a workaround to a limitation of Jitter.
Stack: ( -- LO32(VAL) )
Previous: Instruction pushlo, Up: Main stack manipulation instructions [Contents][Index]
Synopsys:
push32 VAL
Push the value passed as an argument on the stack. This assumes that the internal representation of VAL doesn’t require more than 32-bit.
This instruction is a workaround to a limitation of Jitter.
Stack: ( -- VAL )
Next: Return stack manipulation instructions, Previous: Main stack manipulation instructions, Up: PVM Instructions [Contents][Index]
• Instruction pushr: | ||
• Instruction popr: | ||
• Instruction setr: |
Next: Instruction popr, Up: Registers manipulation instructions [Contents][Index]
Synopsys:
pushr REGNO
Push the contents of the register REGNO on the stack.
Stack: ( -- VAL )
Next: Instruction setr, Previous: Instruction pushr, Up: Registers manipulation instructions [Contents][Index]
Synopsys:
popr REGNO
Pop the element at the top of the stack and put it in the register REGNO.
Stack: ( VAL -- )
Previous: Instruction popr, Up: Registers manipulation instructions [Contents][Index]
Synopsys:
setr REGNO
Set the element at the top of the stack to the value of the register REGNO.
Stack: ( -- )
Next: Arithmetic instructions, Previous: Registers manipulation instructions, Up: PVM Instructions [Contents][Index]
• Instruction saver: | ||
• Instruction restorer: | ||
• Instruction tor: | ||
• Instruction fromr: | ||
• Instruction atr: |
Synopsys:
saver REGNO
Push the contents of the register REGNO to the return stack.
Stack: ( -- )
ReturnStack: ( – VAL )
Next: Instruction tor, Previous: Instruction saver, Up: Return stack manipulation instructions [Contents][Index]
Synopsys:
restorer REGNO
Pop the element at the top of the return stack and put it in the register REGNO.
Stack: ( -- )
ReturnStack: ( VAL – )
Next: Instruction fromr, Previous: Instruction restorer, Up: Return stack manipulation instructions [Contents][Index]
Synopsys:
tor
Pop an element from the stack and push it in the return stack.
Stack: ( VAL -- )
ReturnStack: ( – VAL )
Next: Instruction atr, Previous: Instruction tor, Up: Return stack manipulation instructions [Contents][Index]
Synopsys:
fromr
Pop an element from the return stack and push it on the stack.
Stack: ( -- VAL)
ReturnStack: ( VAL – )
Previous: Instruction fromr, Up: Return stack manipulation instructions [Contents][Index]
Synopsys:
atr
Push a copy of the element at the top of the return stack into the stack.
Stack: ( -- VAL )
Next: Relational instructions, Previous: Return stack manipulation instructions, Up: PVM Instructions [Contents][Index]
The following instructions assume that both operands have the same size in bits.
Next: Instruction addiu, Up: Arithmetic instructions [Contents][Index]
Synopsys:
addi
Push the result of adding the two integers at the top of the stack. If the operation would result in overflow, raise PVM_E_OVERFLOW.
Stack: ( INT INT -- INT INT INT )
Exceptions: PVM_E_OVERFLOW
Next: Instruction addlu, Previous: Instruction addi, Up: Arithmetic instructions [Contents][Index]
Synopsys:
addiu
Push the result of adding the two unsigned integers at the top of the stack.
Stack: ( UINT UINT -- UINT UINT UINT )
Instruction addl
Push the result of adding the two longs at the top of the stack. If the operation would result in overflow, raise PVM_E_OVERFLOW.
Stack: ( LONG LONG -- LONG LONG LONG )
Exceptions: PVM_E_OVERFLOW
Next: Instruction subi, Previous: Instruction addiu, Up: Arithmetic instructions [Contents][Index]
Synopsys:
addlu
Push the result of adding the two unsigned longs at the top of the stack.
Stack: ( ULONG ULONG -- ULONG ULONG ULONG )
Next: Instruction subiu, Previous: Instruction addlu, Up: Arithmetic instructions [Contents][Index]
Synopsys:
subi
Push the result of subtracting the two integers at the top of the stack.
Stack: ( INT INT -- INT INT INT )
Next: Instruction subl, Previous: Instruction subi, Up: Arithmetic instructions [Contents][Index]
Synopsys:
subiu
Push the result of subtracting the two unsigned integers at the top of the stack.
Stack: ( UINT UINT -- UINT UINT UINT )
Next: Instruction sublu, Previous: Instruction subiu, Up: Arithmetic instructions [Contents][Index]
Synopsys:
subl
Push the result of subtracting the two longs at the top of the stack.
Stack: ( LONG LONG -- LONG LONG LONG )
Next: Instruction muli, Previous: Instruction subl, Up: Arithmetic instructions [Contents][Index]
Synopsys:
sublu
Push the result of subtracting the two unsigned longs at the top of the stack.
Stack: ( ULONG ULONG -- ULONG ULONG ULONG )
Next: Instruction muliu, Previous: Instruction sublu, Up: Arithmetic instructions [Contents][Index]
Synopsys:
muli
Push the result of multiplying the two integers at the top of the stack.
Stack: ( INT INT -- INT INT INT )
Next: Instruction mull, Previous: Instruction muli, Up: Arithmetic instructions [Contents][Index]
Synopsys:
muliu
Push the result of multiplying the two unsigned integers at the top of the stack.
Stack: ( UINT UINT -- UINT UINT UINT )
Next: Instruction mullu, Previous: Instruction muliu, Up: Arithmetic instructions [Contents][Index]
Synopsys:
mull
Push the result of multiplying the two longs at the top of the stack.
Stack: ( LONG LONG -- LONG LONG LONG )
Next: Instruction divi, Previous: Instruction mull, Up: Arithmetic instructions [Contents][Index]
Synopsys:
mullu
Push the result of multiplying the two unsigned longs at the top of the stack.
Stack: ( ULONG ULONG -- ULONG ULONG ULONG )
Next: Instruction diviu, Previous: Instruction mullu, Up: Arithmetic instructions [Contents][Index]
Synopsys:
divi
Push the result of the integer division of the two integers at the top of the stack. If the denominator is zero, raise PVM_E_DIV_BY_ZERO.
Stack: ( INT INT -- INT INT INT )
Exceptions: PVM_E_DIV_BY_ZERO
Next: Instruction divl, Previous: Instruction divi, Up: Arithmetic instructions [Contents][Index]
Synopsys:
diviu
Push the result of the integer division of the two unsigned integers at the top of the stack. If the denominator is zero, raise PVM_E_DIV_BY_ZERO.
Stack: ( UINT UINT -- UINT UINT UINT )
Exceptions: PVM_E_DIV_BY_ZERO
Next: Instruction divlu, Previous: Instruction diviu, Up: Arithmetic instructions [Contents][Index]
Synopsys:
divl
Push the result of the integer division of the two longs at the top of the stack. If the denominator is zero, raise PVM_E_DIV_BY_ZERO.
Stack: ( LONG LONG -- LONG LONG LONG )
Exceptions: PVM_E_DIV_BY_ZERO
Next: Instruction modi, Previous: Instruction divl, Up: Arithmetic instructions [Contents][Index]
Synopsys:
divlu
Push the result of the integer division of the two unsigned longs at the top of the stack. If the denominator is zero, raise PVM_E_DIV_BY_ZERO.
Stack: ( ULONG ULONG -- ULONG ULONG ULONG )
Exceptions: PVM_E_DIV_BY_ZERO
Next: Instruction modiu, Previous: Instruction divlu, Up: Arithmetic instructions [Contents][Index]
Synopsys:
modi
Push the result of the modulus of the two integers at the top of the stack. If the denominator is zero, raise PVM_E_DIV_BY_ZERO.
Stack: ( INT INT -- INT INT INT )
Exceptions: PVM_E_DIV_BY_ZERO
Next: Instruction modl, Previous: Instruction modi, Up: Arithmetic instructions [Contents][Index]
Synopsys:
modiu
Push the result of the modulus of the two unsigned integers at the top of the stack. If the denominator is zero, raise PVM_E_DIV_BY_ZERO.
Stack: ( UINT UINT -- UINT UINT UINT )
Exceptions: PVM_E_DIV_BY_ZERO
Next: Instruction modlu, Previous: Instruction modiu, Up: Arithmetic instructions [Contents][Index]
Synopsys:
modl
Push the result of the modulus of the two longs at the top of the stack. If the denominator is zero, raise PVM_E_DIV_BY_ZERO.
Stack: ( LONG LONG -- LONG LONG LONG )
Exceptions: PVM_E_DIV_BY_ZERO
Next: Instruction negi, Previous: Instruction modl, Up: Arithmetic instructions [Contents][Index]
Synopsys:
modlu
Push the result of the modulus of the two unsigned longs at the top of the stack. If the denominator is zero, raise PVM_E_DIV_BY_ZERO.
Stack: ( ULONG ULONG -- ULONG ULONG ULONG )
Exceptions: PVM_E_DIV_BY_ZERO
Next: Instruction negiu, Previous: Instruction modlu, Up: Arithmetic instructions [Contents][Index]
Synopsys:
negi
Push the result of the negation of the integer at the top of the stack.
Stack: ( INT -- INT INT )
Next: Instruction negl, Previous: Instruction negi, Up: Arithmetic instructions [Contents][Index]
Synopsys:
negiu
Push the result of the negation of the unsigned integer at the top of the stack.
Stack: ( UINT -- UINT UINT UINT )
Next: Instruction neglu, Previous: Instruction negiu, Up: Arithmetic instructions [Contents][Index]
Synopsys:
negl
Push the result of the negation of the long at the top of the stack.
Stack: ( LONG -- LONG LONG )
Next: Instruction powi, Previous: Instruction negl, Up: Arithmetic instructions [Contents][Index]
Synopsys:
neglu
Push the result of the negation of the unsigned long at the top of the stack.
Stack: ( ULONG -- ULONG ULONG )
Next: Instruction powiu, Previous: Instruction neglu, Up: Arithmetic instructions [Contents][Index]
Synopsys:
powi
Perform the exponentiation of the integer at the under top of the stack. The exponent is the unsigned integer at the top of the stack. If the exponent is 0, the result is 1.
Stack: ( INT UINT -- INT UINT INT )
Next: Instruction powl, Previous: Instruction powi, Up: Arithmetic instructions [Contents][Index]
Synopsys:
powiu
Perform the exponentiation of the unsigned integer at the under top of the stack. The exponent is the unsigned integer at the top of the stack. If the exponent is 0, the result is 1.
Stack: ( UINT UINT -- UINT UINT UINT )
Next: Instruction powlu, Previous: Instruction powiu, Up: Arithmetic instructions [Contents][Index]
Synopsys:
powl
Perform the exponentiation of the long at the under top of the stack. The exponent is the unsigned integer at the top of the stack. If the exponent is 0, the result is 1.
Stack: ( LONG UINT -- LONG UINT LONG )
Previous: Instruction powl, Up: Arithmetic instructions [Contents][Index]
Synopsys:
powlu
Perform the exponentiation of the unsigned long at the under top of the stack. The exponent is the unsigned integer at the top of the stack. If the exponent is 0, the result is 1.
Stack: ( ULONG UINT -- ULONG UINT ULONG )
Next: Concatenation instructions, Previous: Arithmetic instructions, Up: PVM Instructions [Contents][Index]
• Instruction eqi: | ||
• Instruction eqiu: | ||
• Instruction eql: | ||
• Instruction eqlu: | ||
• Instruction eqs: | ||
• Instruction nei: | ||
• Instruction neiu: | ||
• Instruction nel: | ||
• Instruction nelu: | ||
• Instruction nes: | ||
• Instruction nn: | ||
• Instruction nnn: | ||
• Instruction lti: | ||
• Instruction ltiu: | ||
• Instruction ltl: | ||
• Instruction ltlu: | ||
• Instruction lei: | ||
• Instruction leiu: | ||
• Instruction lel: | ||
• Instruction lelu: | ||
• Instruction gti: | ||
• Instruction gtiu: | ||
• Instruction gtl: | ||
• Instruction gtlu: | ||
• Instruction gei: | ||
• Instruction geiu: | ||
• Instruction gel: | ||
• Instruction gelu: | ||
• Instruction lts: | ||
• Instruction gts: | ||
• Instruction ges: | ||
• Instruction les: | ||
• Instruction eqc: | ||
• Instruction nec: |
Next: Instruction eqiu, Up: Relational instructions [Contents][Index]
Synopsys:
eqi
Push 1 on the stack if the two integers at the top of the stack are equal. Otherwise push 0.
Stack: ( INT INT -- INT INT INT )
Next: Instruction eql, Previous: Instruction eqi, Up: Relational instructions [Contents][Index]
Synopsys:
eqiu
Push 1 on the stack if the two unsigned integers at the top of the stack are equal. Otherwise push 0.
Stack: ( UINT UINT -- UINT UINT UINT )
Next: Instruction eqlu, Previous: Instruction eqiu, Up: Relational instructions [Contents][Index]
Synopsys:
eql
Push 1 on the stack if the two longs at the top of the stack are equal. Otherwise push 0.
Stack: ( LONG LONG -- LONG LONG INT )
Next: Instruction eqs, Previous: Instruction eql, Up: Relational instructions [Contents][Index]
Synopsys:
eqlu
Push 1 on the stack if the two unsigned longs at the top of the stack are equal. Otherwise push 0.
Stack: ( ULONG ULONG -- ULONG ULONG INT )
Next: Instruction nei, Previous: Instruction eqlu, Up: Relational instructions [Contents][Index]
Synopsys:
eqs
Push 1 on the stack if the two strings at the top of the stack are equal. Otherwise push 0.
Stack: ( STR STR -- STR STR INT )
Next: Instruction neiu, Previous: Instruction eqs, Up: Relational instructions [Contents][Index]
Synopsys:
nei
Push 1 on the stack if the two integers at the top of the stack are not equal. Otherwise push 0.
Stack: ( INT INT -- INT INT INT )
Next: Instruction nel, Previous: Instruction nei, Up: Relational instructions [Contents][Index]
Synopsys:
neiu
Push 1 on the stack if the two unsigned integers at the top of the stack are not equal. Otherwise push 0.
Stack: ( UINT UINT -- UINT UINT INT )
Next: Instruction nelu, Previous: Instruction neiu, Up: Relational instructions [Contents][Index]
Synopsys:
nel
Push 1 on the stack if the two longs at the top of the stack are not equal. Otherwise push 0.
Stack: ( LONG LONG -- LONG LONG INT )
Next: Instruction nes, Previous: Instruction nel, Up: Relational instructions [Contents][Index]
Synopsys:
nelu
Push 1 on the stack if the two unsigned longs at the top of the stack are not equal. Otherwise push 0.
Stack: ( ULONG ULONG -- ULONG ULONG INT )
Next: Instruction nn, Previous: Instruction nelu, Up: Relational instructions [Contents][Index]
Synopsys:
nes
Push 1 on the stack if the two strings at the top of the stack are not equal. Otherwise push 0.
Stack: ( STR STR -- STR STR INT )
Next: Instruction nnn, Previous: Instruction nes, Up: Relational instructions [Contents][Index]
Synopsys:
nn
Push 0 on the stack if the value at the top of the stack equals PVM_NULL. Otherwise push 1.
Stack: ( VAL -- VAL INT )
Next: Instruction lti, Previous: Instruction nn, Up: Relational instructions [Contents][Index]
Synopsys:
nnn
Push 1 on the stack if the value at the top of the stack equals PVM_NULL. Otherwise push 0.
Stack: ( VAL -- VAL INT )
Next: Instruction ltiu, Previous: Instruction nnn, Up: Relational instructions [Contents][Index]
Synopsys:
lti
Push 1 on the stack if the integer at the under top is less that the integer at the top. Otherwise push 0.
Stack: ( INT INT -- INT INT INT )
Next: Instruction ltl, Previous: Instruction lti, Up: Relational instructions [Contents][Index]
Synopsys:
ltiu
Push 1 on the stack if the unsigned integer at the under top is less that the unsigned integer at the top. Otherwise push 0.
Stack: ( UINT INT -- UINT UINT INT )
Next: Instruction ltlu, Previous: Instruction ltiu, Up: Relational instructions [Contents][Index]
Synopsys:
ltl
Push 1 on the stack if the long at the under top is less that the long at the top. Otherwise push 0.
Stack: ( LONG LONG -- LONG LONG INT )
Next: Instruction lei, Previous: Instruction ltl, Up: Relational instructions [Contents][Index]
Synopsys:
ltlu
Push 1 on the stack if the unsigned long at the under top is less that the unsigned long at the top. Otherwise push 0.
Stack: ( ULONG ULONG -- ULONG ULONG INT )
Next: Instruction leiu, Previous: Instruction ltlu, Up: Relational instructions [Contents][Index]
Synopsys:
lei
Push 1 on the stack if the integer at the under top is less or equal that the integer at the top. Otherwise push 0.
Stack: ( INT INT -- INT INT INT )
Next: Instruction lel, Previous: Instruction lei, Up: Relational instructions [Contents][Index]
Synopsys:
leiu
Push 1 on the stack if the unsigned integer at the under top is less or equal that the unsigned integer at the top. Otherwise push 0.
Stack: ( UINT UINT -- UINT UINT INT )
Next: Instruction lelu, Previous: Instruction leiu, Up: Relational instructions [Contents][Index]
Synopsys:
lel
Push 1 on the stack if the long at the under top is less or equal that the long at the top. Otherwise push 0.
Stack: ( LONG LONG -- LONG LONG INT )
Next: Instruction gti, Previous: Instruction lel, Up: Relational instructions [Contents][Index]
Synopsys:
lelu
Push 1 on the stack if the unsigned long at the under top is less or equal that the unsigned long at the top. Otherwise push 0.
Stack: ( ULONG ULONG -- ULONG ULONG INT )
Next: Instruction gtiu, Previous: Instruction lelu, Up: Relational instructions [Contents][Index]
Synopsys:
gti
Push 1 on the stack if the integer at the under top is greater than the integer at the top. Otherwise push 0.
Stack: ( INT INT -- INT INT INT )
Next: Instruction gtl, Previous: Instruction gti, Up: Relational instructions [Contents][Index]
Synopsys:
gtiu
Push 1 on the stack if the unsigned integer at the under top is greater than the unsigned integer at the top. Otherwise push 0.
Stack: ( UINT UINT -- UINT UINT INT )
Next: Instruction gtlu, Previous: Instruction gtiu, Up: Relational instructions [Contents][Index]
Synopsys:
gtl
Push 1 on the stack if the long at the under top is greater than the long at the top. Otherwise push 0.
Stack: ( LONG LONG -- LONG LONG INT )
Next: Instruction gei, Previous: Instruction gtl, Up: Relational instructions [Contents][Index]
Synopsys:
gtlu
Push 1 on the stack if the unsigned long at the under top is greater than the unsigned long at the top. Otherwise push 0.
Stack: ( LONG LONG -- LONG LONG INT )
Next: Instruction geiu, Previous: Instruction gtlu, Up: Relational instructions [Contents][Index]
Synopsys:
gei
Push 1 on the stack if the integer at the under top is greater or equal than the integer at the top. Otherwise push 0.
Stack: ( INT INT -- INT INT INT )
Next: Instruction gel, Previous: Instruction gei, Up: Relational instructions [Contents][Index]
Synopsys:
geiu
Push 1 on the stack if the unsigned integer at the under top is greater or equal than the unsigned integer at the top. Otherwise push 0.
Stack: ( UINT UINT -- UINT UINT INT )
Next: Instruction gelu, Previous: Instruction geiu, Up: Relational instructions [Contents][Index]
Synopsys:
gel
Push 1 on the stack if the long at the under top is greater or equal than the long at the top. Otherwise push 0.
Stack: ( LONG LONG -- LONG LONG INT )
Next: Instruction lts, Previous: Instruction gel, Up: Relational instructions [Contents][Index]
Synopsys:
gelu
Push 1 on the stack if the unsigned long at the under top is greater or equal than the unsigned long at the top. Otherwise push 0.
Stack: ( ULONG ULONG -- ULONG ULONG INT )
Next: Instruction gts, Previous: Instruction gelu, Up: Relational instructions [Contents][Index]
Synopsys:
lts
Push 1 on the stack if the string at the under top is less than the string at the top, in lexicographic order. Otherwise push 0.
Stack: ( STR STR -- STR STR INT )
Next: Instruction ges, Previous: Instruction lts, Up: Relational instructions [Contents][Index]
Synopsys:
gts
Push 1 on the stack if the string at the under top is greater than the string at the top, in lexicographic order. Otherwise push 0.
Stack: ( STR STR -- STR STR INT )
Next: Instruction les, Previous: Instruction gts, Up: Relational instructions [Contents][Index]
Synopsys:
ges
Push 1 on the stack if the string at the under top is greater or equal than the string at the top, in lexicographic order. Otherwise push 0.
Stack: ( STR STR -- STR STR INT )
Next: Instruction eqc, Previous: Instruction ges, Up: Relational instructions [Contents][Index]
Synopsys:
les
Push 1 on the stack if the string at the under top is less or equal than the string at the top, in lexicographic order. Otherwise push 0.
Stack: ( STR STR -- STR STR INT )
Next: Instruction nec, Previous: Instruction les, Up: Relational instructions [Contents][Index]
Synopsys:
eqc
Push 1 on the stack if the two closures at the top of the stack are equal. Otherwise push 0.
Stack: ( CLS CLS -- CLS CLS INT )
Previous: Instruction eqc, Up: Relational instructions [Contents][Index]
Synopsys:
nec
Push 1 on the stack if the two closures at the top of the stack are not equal. Otherwise push 0.
Stack: ( CLS CLS -- CLS CLS INT )
Next: Logical instructions, Previous: Relational instructions, Up: PVM Instructions [Contents][Index]
• Instruction sconc: |
Synopsys:
sconc
Push the concatenation of the two strings at the top of the stack.
Stack: ( STR STR -- STR STR STR )
Next: Bitwise instructions, Previous: Concatenation instructions, Up: PVM Instructions [Contents][Index]
• Instruction and: | ||
• Instruction or: | ||
• Instruction not: |
Next: Instruction or, Up: Logical instructions [Contents][Index]
Synopsys:
and
Push the logical and of the two elements at the top of the stack.
Stack: ( INT INT -- INT INT INT )
Next: Instruction not, Previous: Instruction and, Up: Logical instructions [Contents][Index]
Synopsys:
or
Push the logical or of the two elements at the top of the stack.
Stack: ( INT INT -- INT INT INT )
Previous: Instruction or, Up: Logical instructions [Contents][Index]
Synopsys:
not
Push the logical not of the element at the top of the stack.
Stack: ( INT -- INT INT )
Next: Shift instructions, Previous: Logical instructions, Up: PVM Instructions [Contents][Index]
Next: Instruction bxoriu, Up: Bitwise instructions [Contents][Index]
Synopsys:
bxori
Push the bitwise exclusive or of the two integers at the top of the stack.
Stack: ( INT INT -- INT INT INT )
Next: Instruction bxorl, Previous: Instruction bxori, Up: Bitwise instructions [Contents][Index]
Synopsys:
bxoriu
Push the bitwise exclusive or of the two unsigned integers at the top of the stack.
Stack: ( UINT UINT -- UINT UINT UINT )
Next: Instruction bxorlu, Previous: Instruction bxoriu, Up: Bitwise instructions [Contents][Index]
Synopsys:
bxorl
Push the bitwise exclusive or of the two longs at the top of the stack.
Stack: ( LONG LONG -- LONG LONG LONG )
Next: Instruction bori, Previous: Instruction bxorl, Up: Bitwise instructions [Contents][Index]
Synopsys:
bxorlu
Push the bitwise exclusive or of the two unsigned longs at the top of the stack.
Stack: ( ULONG ULONG -- ULONG ULONG ULONG )
Next: Instruction boriu, Previous: Instruction bxorlu, Up: Bitwise instructions [Contents][Index]
Synopsys:
bori
Push the bitwise or of the two integers at the top of the stack.
Stack: ( INT INT -- INT INT INT )
Next: Instruction borl, Previous: Instruction bori, Up: Bitwise instructions [Contents][Index]
Synopsys:
boriu
Push the bitwise or of the two unsigned integers at the top of the stack.
Stack: ( UINT UINT -- UINT UINT UINT )
Next: Instruction borlu, Previous: Instruction boriu, Up: Bitwise instructions [Contents][Index]
Synopsys:
borl
Push the bitwise or of the two longs at the top of the stack.
Stack: ( LONG LONG -- LONG LONG LONG )
Next: Instruction bandi, Previous: Instruction borl, Up: Bitwise instructions [Contents][Index]
Synopsys:
borlu
Push the bitwise or of the two longs at the top of the stack.
Stack: ( ULONG ULONG -- ULONG ULONG ULONG )
Next: Instruction bandiu, Previous: Instruction borlu, Up: Bitwise instructions [Contents][Index]
Synopsys:
bandi
Push the bitwise and of the two integers at the top of the stack.
Stack: ( INT INT -- INT INT INT )
Next: Instruction bandl, Previous: Instruction bandi, Up: Bitwise instructions [Contents][Index]
Synopsys:
bandiu
Push the bitwise and of the two unsigned integers at the top of the stack.
Stack: ( UINT UINT -- UINT UINT UINT )
Next: Instruction bandlu, Previous: Instruction bandiu, Up: Bitwise instructions [Contents][Index]
Synopsys:
bandl
Push the bitwise and of the two longs at the top of the stack.
Stack: ( LONG LONG -- LONG LONG LONG )
Next: Instruction bnoti, Previous: Instruction bandl, Up: Bitwise instructions [Contents][Index]
Synopsys:
bandlu
Push the bitwise and of the two unsigned longs at the top of the stack.
Stack: ( ULONG ULONG -- ULONG ULONG ULONG )
Next: Instruction bnotiu, Previous: Instruction bandlu, Up: Bitwise instructions [Contents][Index]
Synopsys:
bnoti
Push the bitwise not of the integer at the top of the stack.
Stack: ( INT -- INT INT INT )
Next: Instruction bnotl, Previous: Instruction bnoti, Up: Bitwise instructions [Contents][Index]
Synopsys:
bnotiu
Push the bitwise not of the unsigned integer at the top of the stack.
Stack: ( UINT -- UINT UINT )
Next: Instruction bnotlu, Previous: Instruction bnotiu, Up: Bitwise instructions [Contents][Index]
Synopsys:
bnotl
Push the bitwise not of the long at the top of the stack.
Stack: ( LONG -- LONG LONG )
Previous: Instruction bnotl, Up: Bitwise instructions [Contents][Index]
Synopsys:
bnotlu
Push the bitwise not of the unsigned long at the top of the stack.
Stack: ( ULONG -- ULONG ULONG )
Next: Compare-and-swap instructions, Previous: Bitwise instructions, Up: PVM Instructions [Contents][Index]
• Instruction bsli: | ||
• Instruction bsliu: | ||
• Instruction bsll: | ||
• Instruction bsllu: | ||
• Instruction bsri: | ||
• Instruction bsriu: | ||
• Instruction bsrl: | ||
• Instruction bsrlu: |
Next: Instruction bsliu, Up: Shift instructions [Contents][Index]
Synopsys:
bsli
Left-shift the integer at the under top of the stack the number of bits indicated by the unsigned int at the top of the stack.
If the bit count is equal or bigger than the size of the left operand, then raise PVM_E_OUT_OF_BOUNDS.
Stack: ( INT UINT -- INT UINT INT )
Exceptions: PVM_E_OUT_OF_BOUNDS
Next: Instruction bsll, Previous: Instruction bsli, Up: Shift instructions [Contents][Index]
Synopsys:
bsliu
Left-shift the unsigned integer at the under top of the stack the number of bits indicated by the unsigned int at the top of the stack.
If the bit count is equal or bigger than the size of the left operand, then raise PVM_E_OUT_OF_BOUNDS.
Stack: ( UINT UINT -- UINT UINT UINT )
Exceptions: PVM_E_OUT_OF_BOUNDS
Next: Instruction bsllu, Previous: Instruction bsliu, Up: Shift instructions [Contents][Index]
Synopsys:
bsll
Left-shift the long at the under top of the stack the number of bits indicated by the unsigned int at the top of the stack.
If the bit count is equal or bigger than the size of the left operand, then raise PVM_E_OUT_OF_BOUNDS.
Stack: ( LONG UINT -- LONG UINT LONG )
Exceptions: PVM_E_OUT_OF_BOUNDS
Next: Instruction bsri, Previous: Instruction bsll, Up: Shift instructions [Contents][Index]
Synopsys:
bsllu
Left-shift the unsigned long at the under top of the stack the number of bits indicated by the unsigned int at the top of the stack.
If the bit count is equal or bigger than the size of the left operand, then raise PVM_E_OUT_OF_BOUNDS.
Stack: ( ULONG UINT -- ULONG UINT ULONG )
Exceptions: PVM_E_OUT_OF_BOUNDS
Next: Instruction bsriu, Previous: Instruction bsllu, Up: Shift instructions [Contents][Index]
Synopsys:
bsri
Right-shift the integer at the under top of the stack the number of tis indicated by the unsigned int at the top of the stack.
Stack: ( INT UINT -- INT UINT INT )
Next: Instruction bsrl, Previous: Instruction bsri, Up: Shift instructions [Contents][Index]
Synopsys:
bsriu
Right-shift the unsigned integer at the under top of the stack the number of tis indicated by the unsigned int at the top of the stack.
Stack: ( UINT UINT -- UINT UINT UINT )
Next: Instruction bsrlu, Previous: Instruction bsriu, Up: Shift instructions [Contents][Index]
Synopsys:
bsrl
Right-shift the long at the under top of the stack the number of tis indicated by the unsigned int at the top of the stack.
Stack: ( LONG UINT -- LONG UINT LONG )
Previous: Instruction bsrl, Up: Shift instructions [Contents][Index]
Synopsys:
bsrlu
Right-shift the unsigned long at the under top of the stack the number of tis indicated by the unsigned int at the top of the stack.
Stack: ( ULONG UINT -- ULONG UINT ULONG )
Next: Branch instructions, Previous: Shift instructions, Up: PVM Instructions [Contents][Index]
• Instruction swapgti: | ||
• Instruction swapgtiu: | ||
• Instruction swapgtl: | ||
• Instruction swapgtlu: |
Next: Instruction swapgtiu, Up: Compare-and-swap instructions [Contents][Index]
Synopsys:
swapgti
Swap the two integers at the top of the stack if the element at the under-top is greater than the element at the top.
Stack: ( INT INT -- INT INT )
Next: Instruction swapgtl, Previous: Instruction swapgti, Up: Compare-and-swap instructions [Contents][Index]
Synopsys:
swapgtiu
Swap the two unsigned integers at the top of the stack if the element at the under-top is greater than the element at the top.
Stack: ( UINT UINT -- UINT UINT )
Next: Instruction swapgtlu, Previous: Instruction swapgtiu, Up: Compare-and-swap instructions [Contents][Index]
Synopsys:
swapgtl
Swap the two longs at the top of the stack if the element at the under-top is greater than the element at the top.
Stack: ( LONG LONG -- LONG LONG )
Previous: Instruction swapgtl, Up: Compare-and-swap instructions [Contents][Index]
Synopsys:
swapgtlu
Swap the two unsigned longs at the top of the stack if the element at the under-top is greater than the element at the top.
Stack: ( ULONG ULONG -- ULONG ULONG )
Next: Conversion instructions, Previous: Compare-and-swap instructions, Up: PVM Instructions [Contents][Index]
• Instruction ba: | ||
• Instruction bn: | ||
• Instruction bnn: | ||
• Instruction bzi: | ||
• Instruction bziu: | ||
• Instruction bzl: | ||
• Instruction bzlu: | ||
• Instruction bnzi: | ||
• Instruction bnziu: | ||
• Instruction bnzl: | ||
• Instruction bnzlu: |
Next: Instruction bn, Up: Branch instructions [Contents][Index]
Synopsys:
ba LABEL
Branch unconditionally to the given LABEL.
Stack: ( -- )
Next: Instruction bnn, Previous: Instruction ba, Up: Branch instructions [Contents][Index]
Synopsys:
bn LABEL
Branch to the given LABEL if the value at the top of the stack is PVM_NULL.
Stack: ( VAL -- VAL )
Next: Instruction bzi, Previous: Instruction bn, Up: Branch instructions [Contents][Index]
Synopsys:
bnn LABEL
Branch to the given LABEL if the value at the top of the stack is not PVM_NULL.
Stack: ( VAL -- VAL )
Next: Instruction bziu, Previous: Instruction bnn, Up: Branch instructions [Contents][Index]
Synopsys:
bzi LABEL
Branch to the given LABEL if the integer at the top of the stack is zero.
Stack: ( INT -- INT )
Next: Instruction bzl, Previous: Instruction bzi, Up: Branch instructions [Contents][Index]
Synopsys:
bziu LABEL
Branch to the given LABEL if the unsigned integer at the top of the stack is zero.
Stack: ( UINT -- UINT )
Next: Instruction bzlu, Previous: Instruction bziu, Up: Branch instructions [Contents][Index]
Synopsys:
bzl LABEL
Branch to the given LABEL if the long at the top of the stack is zero.
Stack: ( LONG -- LONG )
Next: Instruction bnzi, Previous: Instruction bzl, Up: Branch instructions [Contents][Index]
Synopsys:
bzlu LABEL
Branch to the given LABEL if the unsigned long at the top of the stack is zero.
Stack: ( ULONG -- ULONG )
Next: Instruction bnziu, Previous: Instruction bzlu, Up: Branch instructions [Contents][Index]
Synopsys:
bnzi LABEL
Branch to the given LABEL if the integer at the top of the stack is nonzero.
Stack: ( INT -- INT )
Next: Instruction bnzl, Previous: Instruction bnzi, Up: Branch instructions [Contents][Index]
Synopsys:
bnziu LABEL
Branch to the given LABEL if the unsigned integer at the top of the stack is nonzero.
Stack: ( UINT -- UINT )
Next: Instruction bnzlu, Previous: Instruction bnziu, Up: Branch instructions [Contents][Index]
Synopsys:
bnzl LABEL
Branch to the given LABEL if the long at the top of the stack is nonzero.
Stack: ( LONG -- LONG )
Previous: Instruction bnzl, Up: Branch instructions [Contents][Index]
Synopsys:
bnzlu LABEL
Branch to the given LABEL if the unsigned long at the top of the stack is nonzero.
Stack: ( ULONG -- ULONG )
Next: String instructions, Previous: Branch instructions, Up: PVM Instructions [Contents][Index]
Next: Instruction itoi, Up: Conversion instructions [Contents][Index]
Synopsys:
ctos
Convert the character encoded as an unsigned integer at the top of the stack to a string that contains just that character.
Stack: ( UINT -- UINT STR )
Next: Instruction itoiu, Previous: Instruction ctos, Up: Conversion instructions [Contents][Index]
Synopsys:
itoi NBITS
Convert the integer at the top of the stack to an integer featuring NBITS bits.
NBITS can be any number from 1 to 32.
Stack: ( INT -- INT INT )
Next: Instruction itol, Previous: Instruction itoi, Up: Conversion instructions [Contents][Index]
Synopsys:
itoiu NBITS
Convert the integer at the top of the stack to an unsigned integer featuring NBITS bits.
NBITS can be any number from 1 to 32.
Stack: ( INT -- INT UINT )
Next: Instruction itolu, Previous: Instruction itoiu, Up: Conversion instructions [Contents][Index]
Synopsys:
itol NBITS
Convert the integer at the top of the stack to a long featuring NBITS bits.
NBITS can be any number from 1 to 64.
Stack: ( INT -- INT LONG )
Next: Instruction iutoi, Previous: Instruction itol, Up: Conversion instructions [Contents][Index]
Synopsys:
itolu NBITS
Convert the integer at the top of the stack to an unsigned long featuring NBITS bits.
NBITS can be any number from 1 to 64.
Stack: ( INT -- INT ULONG )
Next: Instruction iutoiu, Previous: Instruction itolu, Up: Conversion instructions [Contents][Index]
Synopsys:
iutoi NBITS
Convert the unsigned integer at the top of the stack to an integer featuring NBITS bits.
NBITS can be any number from 1 to 32.
Stack: ( UINT -- UINT INT )
Next: Instruction iutol, Previous: Instruction iutoi, Up: Conversion instructions [Contents][Index]
Synopsys:
iutoiu NBITS
Convert the unsigned integer at the top of the stack to an unsigned integer featuring NBITS bits.
NBITS can be any number from 1 to 32.
Stack: ( UINT -- UINT UINT )
Next: Instruction iutolu, Previous: Instruction iutoiu, Up: Conversion instructions [Contents][Index]
Synopsys:
iutol NBITS
Convert the unsigned integer at the top of the stack to a long featuring NBITS bits.
NBITS can be any number from 1 to 64.
Stack: ( UINT -- UINT LONG )
Next: Instruction ltoi, Previous: Instruction iutol, Up: Conversion instructions [Contents][Index]
Synopsys:
iutolu NBITS
Convert the unsigned integer at the top of the stack to an unsigned long featuring NBITS bits.
NBITS can be any number from 1 to 64.
Stack: ( UINT -- UINT ULONG )
Next: Instruction ltoiu, Previous: Instruction iutolu, Up: Conversion instructions [Contents][Index]
Synopsys:
ltoi NBITS
Convert the long at the top of the stack to an integer featuring NBITS bits.
NBITS can be any number from 1 to 32.
Stack: ( LONG -- LONG INT )
Next: Instruction ltol, Previous: Instruction ltoi, Up: Conversion instructions [Contents][Index]
Synopsys:
ltoiu NBITS
Convert the long at the top of the stack to an unsigned integer featuring NBITS bits.
NBITS can be any number from 1 to 32.
Stack: ( LONG -- LONG UINT )
Next: Instruction ltolu, Previous: Instruction ltoiu, Up: Conversion instructions [Contents][Index]
Synopsys:
ltol NBITS
Convert the long at the top of the stack to a long featuring NBITS bits.
NBITS can be any number from 1 to 64.
Stack: ( LONG -- LONG LONG )
Next: Instruction lutoi, Previous: Instruction ltol, Up: Conversion instructions [Contents][Index]
Synopsys:
ltolu NBITS
Convert the long at the top of the stack to an unsigned long featuring NBITS bits.
NBITS can be any number from 1 to 64.
Stack: ( LONG -- LONG ULONG )
Next: Instruction lutoiu, Previous: Instruction ltolu, Up: Conversion instructions [Contents][Index]
Synopsys:
lutoi NBITS
Convert the unsigned long at the top of the stack to an integer featuring NBITS bits.
NBITS can be any number from 1 to 32.
Stack: ( ULONG -- ULONG INT )
Next: Instruction lutol, Previous: Instruction lutoi, Up: Conversion instructions [Contents][Index]
Synopsys:
lutoiu NBITS
Convert the unsigned long at the top of the stack to an unsigned integer featuring NBITS bits.
NBITS can be any number from 1 to 32.
Stack: ( ULONG -- ULONG UINT )
Next: Instruction lutolu, Previous: Instruction lutoiu, Up: Conversion instructions [Contents][Index]
Synopsys:
lutol NBITS
Convert the unsigned long at the top of the stack to a long featuring NBITS bits.
Stack: ( ULONG -- ULONG LONG )
Previous: Instruction lutol, Up: Conversion instructions [Contents][Index]
Synopsys:
lutolu NBITS
Convert the unsigned long at the top of the stack to an unsigned long featuring NBITS bits.
Stack: ( ULONG -- ULONG ULONG )
Next: Array instructions, Previous: Conversion instructions, Up: PVM Instructions [Contents][Index]
• Instruction strref: | ||
• Instruction strset: | ||
• Instruction substr: | ||
• Instruction muls: | ||
• Instruction sprops: | ||
• Instruction sproph: | ||
• Instruction spropc: |
Next: Instruction strset, Up: String instructions [Contents][Index]
Synopsys:
strref
Given a string and an unsigned long at the top of the stack, push an unsigned integer with the code of the character that occupies that position in the string, on the stack.
The index is zero-based. If it is less than 0 or exceeds the length of the string, then PVM_E_OUT_OF_BOUNDS is raised.
Stack: ( STR ULONG -- STR ULONG UINT )
Exceptions: PVM_E_OUT_OF_BOUNDS
Next: Instruction substr, Previous: Instruction strref, Up: String instructions [Contents][Index]
Synopsys:
strset
Given a string STR, an index FROM and a string NEWSTR, copy the content of NEWSTR to STR at index FROM.
Index is zero-based.
If FROM >= the size of the string, or if FROM+len(NEWSTR) > the size of the string, raise the PVM_E_OUT_OF_BOUNDS exception.
Stack: ( STR ULONG NEWSTR -- STR )
Exceptions: PVM_E_OUT_OF_BOUNDS
Next: Instruction muls, Previous: Instruction strset, Up: String instructions [Contents][Index]
Synopsys:
substr
Given a string and two indices FROM and TO conforming a semi-open interval [FROM,TO), push the substring enclosed by that interval.
Both indexes are zero-based.
If FROM >= the size of the string, or if TO > the size of the string, or if FROM >= TO, raise the PVM_E_OUT_OF_BOUNDS exception.
Stack: ( STR ULONG(from) ULONG(to) -- STR ULONG(from) ULONG(to) STR )
Exceptions: PVM_E_OUT_OF_BOUNDS
Next: Instruction sprops, Previous: Instruction substr, Up: String instructions [Contents][Index]
Synopsys:
muls
Given a string and an unsigned long on the stack, push a new string value whose value is the concatenation of the argument string applied to itself as many times as the unsigned long. If the second argument to muls is 0 then the result of the operation is the empty string.
Stack: ( STR ULONG -- STR ULONG STR )
Next: Instruction sproph, Previous: Instruction muls, Up: String instructions [Contents][Index]
Synopsys:
sprops
Given a string STR, set the styling class of the substring with length LEN from index IDX to CLASS.
Stack: ( STR IDX LEN CLASS -- STR )
Next: Instruction spropc, Previous: Instruction sprops, Up: String instructions [Contents][Index]
Synopsys:
sproph
Given a string STR, set the hyperlink property (which characterized by a URL and an ID) of the substring with length LEN from index IDX.
Stack: ( STR IDX LEN URL ID -- STR )
Previous: Instruction sproph, Up: String instructions [Contents][Index]
Synopsys:
spropc
Given a string on the stack, push the copy of the string with all properties cleared.
Stack: ( STR -- STR )
Next: Struct instructions, Previous: String instructions, Up: PVM Instructions [Contents][Index]
• Instruction mka: | ||
• Instruction ains: | ||
• Instruction arem: | ||
• Instruction aset: | ||
• Instruction aref: | ||
• Instruction arefo: | ||
• Instruction asettb: |
Next: Instruction ains, Up: Array instructions [Contents][Index]
Synopsys:
mka
Make a new empty array value.
TYP is the type of the new array.
NELEM is a hint on how many elements to use to initialize the array value. This is to avoid allocating memory that will never be used. Use 0UL when the number of elements in the array are not known in advance; this will make the PVM to choose a reasonable default.
Stack: ( TYP ULONG(nelem) -- ARR )
Next: Instruction arem, Previous: Instruction mka, Up: Array instructions [Contents][Index]
Synopsys:
ains
Insert a new element VAL, at the end of the array ARR, making it grow.
If IDX is less than the current size of the array, the value is stored in the referred argument.
If IDX is equal or bigger than the current size of the array, the same element is replicated in the previous elements.
Examples:
a = [a1, a2, a3]
[a1, a2, a3] 2 VAL ains -> INVAL exception [a1, a2, a3] 3 VAL ains -> [a1, a2, a3, VAL] [a1, a2, a3] 5 VAL ains -> [a1, a2, a3, VAL, VAL, VAL]
Stack: ( ARR IDX VAL -- ARR )
Exceptions: PVM_E_INVAL
Next: Instruction aset, Previous: Instruction ains, Up: Array instructions [Contents][Index]
Synopsys:
arem
Remove an element from an array at the specified index, making it schrink.
If IDX doesn’t correspond to an element in the array, raise PVM_E_OUT_OF_BOUNDS. This always happens if the array is empty.
Stack: ( ARR IDX -- ARR )
Exception: PVM_E_OUT_OF_BOUNDS
Next: Instruction aref, Previous: Instruction arem, Up: Array instructions [Contents][Index]
Synopsys:
aset
Set the value with index ULONG in the array ARR to have the value VAL.
If the specified index exceeds the capability of the array, then PVM_E_OUT_OF_BOUNDS is raised. If the array is bounded by size and the new value makes the total size of the array to change, then PVM_E_CONV is raised.
Stack: ( ARR ULONG VAL -- ARR )
Exceptions: PVM_E_CONV, PVM_E_OUT_OF_BOUNDS
Next: Instruction arefo, Previous: Instruction aset, Up: Array instructions [Contents][Index]
Synopsys:
aref
Given an array ARR and an index ULONG, push the element of the array occupying that position on the stack.
If the provided index is out of bounds, then raise PVM_E_OUT_OF_BOUNDS.
Stack: ( ARR ULONG -- ARR ULONG VAL )
Exceptions: PVM_E_OUT_OF_BOUNDS
Next: Instruction asettb, Previous: Instruction aref, Up: Array instructions [Contents][Index]
Synopsys:
arefo
Given an array ARR and an index ULONG, push the offset of the element occupying that position in the array.
If the provided index is out of bounds, then raise PVM_E_OUT_OF_BOUNDS.
Stack: ( ARR ULONG -- ARR ULONG OFF )
Exceptions: PVM_E_OUT_OF_BOUNDS
Previous: Instruction arefo, Up: Array instructions [Contents][Index]
Synopsys:
asettb
Given an array ARR and a closure BOUND, set the later as the array’s bounder function. This is a function that, once executed with no arguments, returns the size of the array.
Stack: ( ARR BOUND -- ARR )
Next: Offset Instructions, Previous: Array instructions, Up: PVM Instructions [Contents][Index]
Next: Instruction sset, Up: Struct instructions [Contents][Index]
Synopsys:
mksct
Given an offset, a list of fields, a list of methods and a struct type, create a struct value and push it on the stack.
Each field is specified as a triplet [OFF STR VAL] where OFF is the offset of field, STR the name of the field or PVM_NULL if the field is anonymous, and VAL is a value.
Each method is specified as a tuple [STR VAL] where STR is the name of the method and VAL is the closure value corresponding to the method.
Stack: ( OFF [OFF STR VAL]... [STR VAL]... ULONG ULONG TYP -- SCT )
Next: Instruction sseti, Previous: Instruction mksct, Up: Struct instructions [Contents][Index]
Synopsys:
sset
Given a struct, a field name and a value, replace the value of the referred struct field with the given value. If the struct does not have a field with the given name, then raise PVM_E_ELEM.
Stack: ( SCT STR VAL -- SCT )
Exceptions: PVM_E_ELEM
Next: Instruction sref, Previous: Instruction sset, Up: Struct instructions [Contents][Index]
Synopsys:
sseti
Given a struct, a field index and a value, replace the value of the referred struct field with the given value. If the given index does not refer to a struct field, then raise PVM_E_ELEM.
Stack: (SCT IDX VAL -- SCT)
Exceptions: PVM_E_ELEM
Next: Instruction srefo, Previous: Instruction sseti, Up: Struct instructions [Contents][Index]
Synopsys:
sref
Given a struct and a field name, push the value contained in the referred struct field on the stack. If the struct does not have a field with the given name, or if the field is absent from the struct value then raise PVM_E_ELEM.
Stack: ( SCT STR -- SCT STR VAL )
Exceptions: PVM_E_ELEM
Next: Instruction srefmnt, Previous: Instruction sref, Up: Struct instructions [Contents][Index]
Synopsys:
srefo
Given a struct and a field name, push the bit-offset of the referred field on the stack. If the struct does not have a field with the given name, or if the field is absent from the struct value then raise PVM_E_ELEM.
Stack: ( SCT STR -- SCT STR BOFF )
Exceptions: PVM_E_ELEM
Next: Instruction srefnt, Previous: Instruction srefo, Up: Struct instructions [Contents][Index]
Synopsys:
srefmnt
Given a struct and a method name, push the closure value corresponding to that method on the stack. If the struct does not have a method with the given name then push PVM_NULL.
Stack: ( SCT STR - SCT STR CLS )
Next: Instruction srefi, Previous: Instruction srefmnt, Up: Struct instructions [Contents][Index]
Synopsys:
srefnt
Given a struct and a field name, push the value contained in the struct field on the stack. If the struct does not have a field with the given name, or if the field is absent from the struct value then push PVM_NULL.
Stack: ( SCT STR -- SCT STR VAL )
Next: Instruction srefia, Previous: Instruction srefnt, Up: Struct instructions [Contents][Index]
Synopsys:
srefi
Given a struct and an index, push the value of the field occupying the position specified by the index in the given struct. If the struct doesn’t have that many fields, raise PVM_E_OUT_OF_BOUNDS.
Stack: ( SCT ULONG -- SCT ULONG VAL )
Exceptions: PVM_E_OUT_OF_BOUNDS
Next: Instruction srefio, Previous: Instruction srefi, Up: Struct instructions [Contents][Index]
Synopsys:
srefia
Given a struct and an index, push 1 if the field occupying the position specified by the index in the given struct is absent. Push 0 otherwise. If the struct doesn’t have that many fields, raise PVM_E_OUT_OF_BOUNDS.
Stack: ( SCT ULONG -- SCT ULONG INT )
Exceptions: PVM_E_OUT_OF_BOUNDS
Next: Instruction smodi, Previous: Instruction srefia, Up: Struct instructions [Contents][Index]
Synopsys:
srefio
Given a struct and an index, push the offset of the field occupying the position specified by the index in the given struct. If the struct doesn’t have that many fields, raise PVM_E_OUT_OF_BOUNDS.
Stack: ( SCT ULONG -- SCT ULONG BOFF )
Exceptions: PVM_E_OUT_OF_BOUNDS
Previous: Instruction srefio, Up: Struct instructions [Contents][Index]
Synopsys:
smodi
Given a struct and an index, push the modified flags of the field occupying the position specified by the index in the given struct. If the struct doesn’t have that many fields, raise PVM_E_OUT_OF_BOUNDS.
Stack: ( SCT ULONG -- SCT ULONG BOOL )
Exceptions: PVM_E_OUT_OF_BOUNDS
Next: Instructions to handle mapped values, Previous: Struct instructions, Up: PVM Instructions [Contents][Index]
• Instruction mko: | ||
• Instruction ogetm: | ||
• Instruction osetm: | ||
• Instruction ogetu: | ||
• Instruction ogetbt: |
Next: Instruction ogetm, Up: Offset Instructions [Contents][Index]
Synopsys:
mko
Given an integral magnitude VAL and an unit expressed in an ULONG, make an offset value and push it on the stack.
Stack: ( VAL ULONG -- OFF )
Next: Instruction osetm, Previous: Instruction mko, Up: Offset Instructions [Contents][Index]
Synopsys:
ogetm
Given an offset OFF, push its magnitude on the stack.
Stack: ( OFF -- OFF VAL )
Next: Instruction ogetu, Previous: Instruction ogetm, Up: Offset Instructions [Contents][Index]
Synopsys:
osetm
Given an offset OFF and an integral value VAL, make it the offset’s magnitude.
Stack: ( OFF VAL -- OFF )
Next: Instruction ogetbt, Previous: Instruction osetm, Up: Offset Instructions [Contents][Index]
Synopsys:
ogetu
Given an offset OFF, push its unit on the stack.
Stack: ( OFF -- OFF ULONG )
Previous: Instruction ogetu, Up: Offset Instructions [Contents][Index]
Synopsys:
ogetbt
Given an offset OFF, push its base type on the stack.
Stack: ( OFF -- OFF TYP )
Next: Type related instructions, Previous: Offset Instructions, Up: PVM Instructions [Contents][Index]
Next: Instruction map, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
mm
Given a value, push 1 on the stack if the value is mapped. Push 0 otherwise.
Stack: ( VAL -- VAL INT )
Next: Instruction unmap, Previous: Instruction mm, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
map
Given a value, mark it as as mapped. If the value can’t be mapped then PVM_E_INVAL is raised.
Stack: ( VAL -- VAL )
Exceptions: PVM_E_INVAL
Next: Instruction reloc, Previous: Instruction map, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
unmap
Given a value, mark it as as not mapped. If the value can’t be mapped then this is a no-operation.
Stack: ( VAL -- VAL )
Next: Instruction ureloc, Previous: Instruction unmap, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
reloc
Given a value, a IO space expressed in an ulong, and a bit-offset expressed in an ulong, relocate the value to the given bit-offset at the given IO space.
If the given value is not map-able then raise PVM_E_INVAL.
Stack: ( VAL ULONG ULONG -- VAL ULONG ULONG )
Exceptions: PVM_E_INVAL
Next: Instruction mgets, Previous: Instruction reloc, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
ureloc
Given a value, undo the last reloc performed on the value.
If the given value is not map-able then raise PVM_E_INVAL.
Stack: ( VAL -- VAL )
Exceptions: PVM_E_INVAL
Next: Instruction msets, Previous: Instruction ureloc, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
mgets
Given a value, push a boolean indicating whether the value is strict. If the given value is not map-able then push false, i.e. 0.
Stack: ( VAL -- VAL INT )
Next: Instruction mgeto, Previous: Instruction mgets, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
msets
Given a value and a boolean, set the strictness of the value to the given boolean. If the value is not map-able this is a no-operation.
Stack: ( VAL INT -- VAL )
Next: Instruction mseto, Previous: Instruction msets, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
mgeto
Given a map-able value, push its bit-offset on the stack as an unsigned long. If the given value is not map-able then push PVM_NULL.
Stack: ( VAL -- VAL ULONG )
Next: Instruction mgetios, Previous: Instruction mgeto, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
mseto
Given a map-able value an a bit-offset, set its offset to the value. If the given value is not map-able, then the offset is ignored.
Stack: ( VAL ULONG -- VAL )
Next: Instruction msetios, Previous: Instruction mseto, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
mgetios
Given a map-able value, push its associated IO space on the stack. If the given value is not map-able, then push PVM_NULL.
Stack: ( VAL -- VAL INT )
Next: Instruction mgetm, Previous: Instruction mgetios, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
msetios
Given a map-able value and an IOS descriptor, set it as its associated IO space. If the IOS descriptor is PVM_NULL then it uses the current IO space. If the given value is not map-able then the IO space is ignored.
Stack: ( VAL INT -- VAL )
Next: Instruction msetm, Previous: Instruction msetios, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
mgetm
Given a map-able value, push its mapper closure on the stack. If the given value is not map-able, then push PVM_NULL.
Stack: ( VAL -- VAL CLS )
Next: Instruction mgetw, Previous: Instruction mgetm, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
msetm
Given a map-able value and a closure, set it as its mapper. If the given value is not map-able then the closure is ignored.
Stack: ( VAL CLS -- VAL )
Next: Instruction msetw, Previous: Instruction msetm, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
mgetw
Given a map-able value, push its writer closure on the stack. If the given value is not map-able, then push PVM_NULL.
Stack: ( VAL -- VAL CLS )
Next: Instruction mgetsel, Previous: Instruction mgetw, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
msetw
Given a map-able value and a closure, set it as its writer. If the given value is not map-able then the closure is ignored.
Stack: ( VAL CLS -- VAL )
Next: Instruction msetsel, Previous: Instruction msetw, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
mgetsel
Given a map-able value in the TOS, push the number of elements to which its mapping is bounded to. If the value is not mapped, or if it is not bounded by number of elements, push PVM_NULL.
Note that only array values can have mappings bounded by number of elements.
Stack: ( VAL -- VAL ULONG )
Next: Instruction mgetsiz, Previous: Instruction mgetsel, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
msetsel
Given a map-able value and an unsigned long, set it as the mapping bound by number of elements. If the value is not map-able the unsigned long is ignored.
Note that only array values can have mappings bounded by number of elements.
Stack: ( VAL ULONG -- VAL )
Next: Instruction msetsiz, Previous: Instruction msetsel, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
mgetsiz
Given a map-able value in the TOS, push its mapping size-bound as a bit-offset. If the value is not map-able, or if it is not bounded by size, push PVM_NULL.
Note that only array values can have mappings bounded by size.
Stack: ( VAL -- VAL ULONG )
Previous: Instruction mgetsiz, Up: Instructions to handle mapped values [Contents][Index]
Synopsys:
msetsiz
Given a map-able value and a bit-offset, set it as the mapping size-bound. If the value is not map-able, the bit-offset is ignored.
Note that only array values can have mappings bounded by size.
Stack: ( VAL ULONG -- VAL )
Next: IO instructions, Previous: Instructions to handle mapped values, Up: PVM Instructions [Contents][Index]
Next: Instruction typof, Up: Type related instructions [Contents][Index]
Synopsys:
isa
Given a value and a type, push 1 on the stack if the value is of the given type. Push 0 otherwise.
Stack: ( VAL TYPE -- TYPE VAL INT )
Next: Instruction tyisc, Previous: Instruction isa, Up: Type related instructions [Contents][Index]
Synopsys:
typof
Given a value that is not itself a type, push its type on the stack. Given a value that is a type, push the value on the stack.
Stack: ( VAL -- VAL TYPE )
Next: Instruction tyissct, Previous: Instruction typof, Up: Type related instructions [Contents][Index]
Synopsys:
tyisc
Given a value, push 1 on the stack if it is a closure. Push 0 otherwise.
Stack: ( VAL -- VAL INT )
Next: Instruction mktyv, Previous: Instruction tyisc, Up: Type related instructions [Contents][Index]
Synopsys:
tyissct
Given a value, push 1 on the stack if it is a struct. Push 0 otherwise.
Stack: ( VAL -- VAL INT )
Next: Instruction mktyany, Previous: Instruction tyissct, Up: Type related instructions [Contents][Index]
Synopsys:
mktyv
Build a "void" type and push it on the stack.
Stack: ( -- TYPE )
Next: Instruction mktyi, Previous: Instruction mktyv, Up: Type related instructions [Contents][Index]
Synopsys:
mktyany
Build an "any" type and push it on the stack.
Stack: ( -- TYPE )
Next: Instruction mktys, Previous: Instruction mktyany, Up: Type related instructions [Contents][Index]
Synopsys:
mktyi
Given an unsigned long denoting a bit width, and an unsigned int denoting signedness (0 is unsigned, 1 is signed), build a an integral type with these features and push it on the stack.
Stack: ( ULONG UINT -- TYPE )
Next: Instruction mktyo, Previous: Instruction mktyi, Up: Type related instructions [Contents][Index]
Synopsys:
mktys
Push a string type on the stack.
Stack: ( -- TYPE )
Next: Instruction mktya, Previous: Instruction mktys, Up: Type related instructions [Contents][Index]
Synopsys:
mktyo
Given a base integral type and an integer denoting an offset unit (multiple of the base unit) construct an offset type having these features, and push it on the stack.
Stack: ( TYPE INT -- TYPE )
define F(res, a, b) \
undef F
Next: Instruction tyagett, Previous: Instruction mktyo, Up: Type related instructions [Contents][Index]
Synopsys:
mktya
Given an elements type and an unsigned long denoting a length, build an array type having these features and push it on the stack. If the type array is unbounded then length is PVM_NULL.
Stack: ( TYPE (ULONG|NULL) -- TYPE )
Next: Instruction tyagetb, Previous: Instruction mktya, Up: Type related instructions [Contents][Index]
Synopsys:
tyagett
Given an array type, push the type of its elements on the stack.
Stack: ( TYPE -- TYPE TYPE )
Next: Instruction mktyc, Previous: Instruction tyagett, Up: Type related instructions [Contents][Index]
Synopsys:
tyagetb
Given an array type, push its bound on the stack.
Stack: ( TYPE -- TYPE (ULONG|NULL) )
Next: Instruction mktysct, Previous: Instruction tyagetb, Up: Type related instructions [Contents][Index]
Synopsys:
mktyc
Given a list of argument types, a return type and a number of arguments, build a closure type and push it on the stack.
Stack: ( TYPE... TYPE ULONG -- TYPE )
Next: Instruction tysctn, Previous: Instruction mktyc, Up: Type related instructions [Contents][Index]
Synopsys:
mktysct
Given a list of field descriptors, a number of fields and a struct type name, build a struct type and push it on the stack.
Each field descriptor has the form [STRING TYPE] and contains the name of the field and its type.
Stack: ( [STRING TYPE]... ULONG STR -- TYPE )
Previous: Instruction mktysct, Up: Type related instructions [Contents][Index]
Synopsys:
tysctn
Given a struct type, push its name to the stack. If the struct type is not named push PVM_NULL.
Stack: ( SCT -- SCT STR )
Next: Exceptions handling instructions, Previous: Type related instructions, Up: PVM Instructions [Contents][Index]
Next: Instruction peeki, Up: IO instructions [Contents][Index]
Synopsys:
write
If the value at the TOS is mapped, then write it to its associated IO space. Otherwise, this is a no-op.
Stack: ( VAL -- VAL )
Exceptions: PVM_E_IOS_FULL, PVM_E_CONSTRAINT_ERROR
Next: Instruction peekiu, Previous: Instruction write, Up: IO instructions [Contents][Index]
Synopsys:
peeki NENC,ENDIAN,BITS
Given an IOS descriptor and a bit-offset, peek an integer value of width BITS bits. The negative encoding and endianness to be used are specified in the instruction arguments.
Stack: ( INT ULONG -- INT )
Next: Instruction peekl, Previous: Instruction peeki, Up: IO instructions [Contents][Index]
Synopsys:
peekiu ENDIAN,BITS
Given an IOS descriptor and a bit-offset, peek an unsigned integer value of width BITS bits. The endianness to be used is specified in the instruction arguments.
Stack: ( INT ULONG -- INT )
Next: Instruction peeklu, Previous: Instruction peekiu, Up: IO instructions [Contents][Index]
Synopsys:
peekl NENC,ENDIAN,BITS
Given an IOS descriptor and a bit-offset, peek a long value of width BITS bits. The negative encoding and endianness to be used are specified in the instruction arguments.
Stack: ( INT ULONG -- LONG )
Next: Instruction peekdi, Previous: Instruction peekl, Up: IO instructions [Contents][Index]
Synopsys:
peeklu ENDIAN,BITS
Given an IOS descriptor and a bit-offset, peek an unsigned long value of width BITS bits. The endianness to be used is specified in the instruction arguments.
Stack: ( INT ULONG -- ULONG )
Next: Instruction peekdiu, Previous: Instruction peeklu, Up: IO instructions [Contents][Index]
Synopsys:
peekdi BITS
Given an IOS descriptor and a bit-offset, peek an integer value of width BITS bits. Use the default endianness and negative encoding.
Stack: ( INT ULONG -- INT )
Next: Instruction peekdl, Previous: Instruction peekdi, Up: IO instructions [Contents][Index]
Synopsys:
peekdiu BITS
Given an IOS descriptor and a bit-offset, peek an unsigned integer value of width BITS bits. Use the default endianness.
Stack: ( INT ULONG -- UINT )
Next: Instruction peekdlu, Previous: Instruction peekdiu, Up: IO instructions [Contents][Index]
Synopsys:
peekdl BITS
Given an IOS descriptor and a bit-offset, peek a long value of width BITS bits. Use the default endianness and negative encoding.
Stack: ( INT ULONG -- LONG )
Next: Instruction pokei, Previous: Instruction peekdl, Up: IO instructions [Contents][Index]
Synopsys:
peekdlu BITS
Given an IOS descriptor and a bit-offset, peek an unsigned long value of width BITS bits. Use the default endianness.
Stack: ( INT ULONG -- ULONG )
Next: Instruction pokeiu, Previous: Instruction peekdlu, Up: IO instructions [Contents][Index]
Synopsys:
pokei NENC,ENDIAN,BITS
Given an IOS descriptor, a bit-offset and an integer value of BITS bits, poke it. Use the negative encoding and endianness specified in the instruction arguments.
Stack: ( INT ULONG INT -- )
Next: Instruction pokel, Previous: Instruction pokei, Up: IO instructions [Contents][Index]
Synopsys:
pokeiu ENDIAN,BITS
Given an IOS descriptor, a bit-offset and an unsigned integer value of BITS bits, poke it. Use the endianness specified in the instruction arguments.
Stack: ( INT ULONG INT -- )
Next: Instruction pokelu, Previous: Instruction pokeiu, Up: IO instructions [Contents][Index]
Synopsys:
pokel NENC,ENDIAN,BITS
Given an IOS descriptor, a bit-offset and a long value of BITS bits, poke it. Use the negative encoding and endianness specified in the instruction arguments.
Stack: ( INT ULONG LONG -- )
Next: Instruction pokedi, Previous: Instruction pokel, Up: IO instructions [Contents][Index]
Synopsys:
pokelu ENDIAN,BITS
Given an IOS descriptor, a bit-offset and an unsigned long value of BITS bits, poke it. Use the endianness specified in the instruction arguments.
Stack: ( INT ULONG ULONG -- )
Next: Instruction pokediu, Previous: Instruction pokelu, Up: IO instructions [Contents][Index]
Synopsys:
pokedi BITS
Given an IOS descriptor, a bit-offset and an integer of BITS bits, poke it. Use the default negative encoding and endianness.
Stack: ( INT ULONG INT -- )
Next: Instruction pokedl, Previous: Instruction pokedi, Up: IO instructions [Contents][Index]
Synopsys:
pokediu BITS
Given an IOS descriptor, a bit-offset and an unsigned integer of BITS bits, poke it. Use the default endianness.
Stack: ( INT ULONG UINT -- )
Next: Instruction pokedlu, Previous: Instruction pokediu, Up: IO instructions [Contents][Index]
Synopsys:
pokedl BITS
Given an IOS descriptor, a bit-offset and a long of BITS bits, poke it. Use the default negative encoding and endianness.
Stack: ( INT ULONG LONG -- )
Next: Instruction peeks, Previous: Instruction pokedl, Up: IO instructions [Contents][Index]
Synopsys:
pokedlu BITS
Given an IOS descriptor, a bit-offset and an unsigned long of BITS bits, poke it. Use the default endianness.
Stack: ( INT ULONG ULONG -- )
Next: Instruction pokes, Previous: Instruction pokedlu, Up: IO instructions [Contents][Index]
Synopsys:
peeks
Given an IOS descriptor and a bit-offset, peek a string.
Stack: ( INT ULONG -- STR )
Previous: Instruction peeks, Up: IO instructions [Contents][Index]
Synopsys:
pokes
Given an IOS descriptor, a bit-offset and a string, poke it.
Stack: ( INT ULONG STR -- )
Next: Debugging Instructions, Previous: IO instructions, Up: PVM Instructions [Contents][Index]
• Instruction pushe: | ||
• Instruction pope: | ||
• Instruction raise: | ||
• Instruction popexite: |
Next: Instruction pope, Up: Exceptions handling instructions [Contents][Index]
Synopsys:
pushe LABEL
Given an Exception struct in the stack, push a handler for it on the exceptions stack. An exception code 0 means any exception.
Stack: ( INT -- )
Exception Stack: ( -- EXCEPTION_HANDLER )
Next: Instruction raise, Previous: Instruction pushe, Up: Exceptions handling instructions [Contents][Index]
Synopsys:
pope
Pop an exception handler from the exceptions stack.
Stack: ( -- )
Exception Stack: ( EXCEPTION_HANDLER -- )
Next: Instruction popexite, Previous: Instruction pope, Up: Exceptions handling instructions [Contents][Index]
Synopsys:
raise
Raise the given exception.
Stack: ( EXCEPTION -- )
Exception Stack: ( -- )
Previous: Instruction raise, Up: Exceptions handling instructions [Contents][Index]
Synopsys:
popexite
Pops the exception on the stack and sets it in the VM.
Stack: ( EXCEPTION -- )
Exception Stack: ( -- )
Next: System Interaction Instructions, Previous: Exceptions handling instructions, Up: PVM Instructions [Contents][Index]
• Instruction strace: | ||
• Instruction disas: | ||
• Instruction note: |
Next: Instruction disas, Up: Debugging Instructions [Contents][Index]
Synopsys:
strace DEPTH
Print a debugging trace with the elements of the top of the stack. The number of elements to print is specified in DEPTH. A depth of zero means to print the whole stack.
Stack: ( -- )
Next: Instruction note, Previous: Instruction strace, Up: Debugging Instructions [Contents][Index]
Synopsys:
disas
Print out the disassembling of the program executed by the closure in the top of the stack.
Stack: ( CLS -- CLS )
Previous: Instruction disas, Up: Debugging Instructions [Contents][Index]
Synopsys:
note VALUE
This instruction is intended to be used to insert annotations that help to understand disassemblies. Most of the times VALUE is a string.
Semantically, this instruction does nothing.
Stack: ( -- )
Next: Miscellaneous Instructions, Previous: Debugging Instructions, Up: PVM Instructions [Contents][Index]
• Instruction getenv: |
Synopsys:
getenv
This instruction gets the name of an environment variable on the stack and pushes the value of the corresponding environment variable. If no variable with the given name is defined on the environment, then push PVM_NULL.
Stack: ( STR -- STR STR )
Previous: System Interaction Instructions, Up: PVM Instructions [Contents][Index]
• Instruction nop: | ||
• Instruction rand: | ||
• Instruction time: | ||
• Instruction sleep: | ||
• Instruction siz: | ||
• Instruction sel: |
Next: Instruction rand, Up: Miscellaneous Instructions [Contents][Index]
Synopsys:
nop
Do nothing.
Stack: ( -- )
Next: Instruction time, Previous: Instruction nop, Up: Miscellaneous Instructions [Contents][Index]
Synopsys:
rand
Push a pseudo-random integer to the stack.
If the argument is 0U then it is ignored. Otherwise it is used to set the seed for a new sequence of pseudo-random numbers.
Stack: ( UINT -- INT )
Next: Instruction sleep, Previous: Instruction rand, Up: Miscellaneous Instructions [Contents][Index]
Synopsys:
time
Push the current system time to the stack in the form of an array of two long elements containing the number of seconds and nanoseconds since the epoch.
Stack: ( -- ARR )
Next: Instruction siz, Previous: Instruction time, Up: Miscellaneous Instructions [Contents][Index]
Synopsys:
sleep
Sleep for a given number of seconds and nanoseconds.
If the provided number of nanoseconds are not in the range 0 to 999999999 or the number of provided seconds is negative, raise PVM_E_INVAL.
If there is any other error performing the operation then raise PVM_E_GENERIC.
Stack: ( LONG LONG -- LONG LONG )
Exceptions: PVM_E_INVAL, PVM_E_GENERIC
Next: Instruction sel, Previous: Instruction sleep, Up: Miscellaneous Instructions [Contents][Index]
Synopsys:
siz
Given a value, push its size as a bit-offset.
Stack: ( VAL -- VAL ULONG )
Previous: Instruction siz, Up: Miscellaneous Instructions [Contents][Index]
Synopsys:
sel
Given a value, push its length as an unsigned long.
The length of an array is the number of values contained in it. The lenght of a struct is the number of fields contained in it. The lenght of a string is the number of characters contained in it. The length of any other value is 1.
Stack: ( VAL -- VAL ULONG )
Next: GNU Free Documentation License, Previous: The Poke Virtual Machine, Up: Top [Contents][Index]
Oct | Dec | Hex | Char |
---|---|---|---|
000 | 0 | 00 | NUL ’\0’ (null character) |
001 | 1 | 01 | SOH (start of heading) |
002 | 2 | 02 | STX (start of text) |
003 | 3 | 03 | ETX (end of text) |
004 | 4 | 04 | EOT (end of transmission) |
005 | 5 | 05 | ENQ (enquiry) |
006 | 6 | 06 | ACK (acknowledge) |
007 | 7 | 07 | BEL ’\a’ (bell) |
010 | 8 | 08 | BS ’\b’ (backspace) |
011 | 9 | 09 | HT ’\t’ (horizontal tab) |
012 | 10 | 0A | LF ’\n’ (new line) |
013 | 11 | 0B | VT ’\v’ (vertical tab) |
014 | 12 | 0C | FF ’\f’ (form feed) |
015 | 13 | 0D | CR ’\r’ (carriage ret) |
016 | 14 | 0E | SO (shift out) |
017 | 15 | 0F | SI (shift in) |
020 | 16 | 10 | DLE (data link escape) |
021 | 17 | 11 | DC1 (device control 1) |
022 | 18 | 12 | DC2 (device control 2) |
023 | 19 | 13 | DC3 (device control 3) |
024 | 20 | 14 | DC4 (device control 4) |
025 | 21 | 15 | NAK (negative ack.) |
026 | 22 | 16 | SYN (synchronous idle) |
027 | 23 | 17 | ETB (end of trans. blk) |
030 | 24 | 18 | CAN (cancel) |
031 | 25 | 19 | EM (end of medium) |
032 | 26 | 1A | SUB (substitute) |
033 | 27 | 1B | ESC (escape) |
034 | 28 | 1C | FS (file separator) |
035 | 29 | 1D | GS (group separator) |
036 | 30 | 1E | RS (record separator) |
037 | 31 | 1F | US (unit separator) |
040 | 32 | 20 | SPACE |
041 | 33 | 21 | ! |
042 | 34 | 22 | " |
043 | 35 | 23 | # |
044 | 36 | 24 | $ |
045 | 37 | 25 | % |
046 | 38 | 26 | & |
047 | 39 | 27 | ’ |
050 | 40 | 28 | ( |
051 | 41 | 29 | ) |
052 | 42 | 2A | * |
053 | 43 | 2B | + |
054 | 44 | 2C | , |
055 | 45 | 2D | - |
056 | 46 | 2E | . |
057 | 47 | 2F | / |
060 | 48 | 30 | 0 |
061 | 49 | 31 | 1 |
062 | 50 | 32 | 2 |
063 | 51 | 33 | 3 |
064 | 52 | 34 | 4 |
065 | 53 | 35 | 5 |
066 | 54 | 36 | 6 |
067 | 55 | 37 | 7 |
070 | 56 | 38 | 8 |
071 | 57 | 39 | 9 |
072 | 58 | 3A | : |
073 | 59 | 3B | ; |
074 | 60 | 3C | < |
075 | 61 | 3D | = |
076 | 62 | 3E | > |
077 | 63 | 3F | ? |
100 | 64 | 40 | @ |
101 | 65 | 41 | A |
102 | 66 | 42 | B |
103 | 67 | 43 | C |
104 | 68 | 44 | D |
105 | 69 | 45 | E |
106 | 70 | 46 | F |
107 | 71 | 47 | G |
110 | 72 | 48 | H |
111 | 73 | 49 | I |
112 | 74 | 4A | J |
113 | 75 | 4B | K |
114 | 76 | 4C | L |
115 | 77 | 4D | M |
116 | 78 | 4E | N |
117 | 79 | 4F | O |
120 | 80 | 50 | P |
121 | 81 | 51 | Q |
122 | 82 | 52 | R |
123 | 83 | 53 | S |
124 | 84 | 54 | T |
125 | 85 | 55 | U |
126 | 86 | 56 | V |
127 | 87 | 57 | W |
130 | 88 | 58 | X |
131 | 89 | 59 | Y |
132 | 90 | 5A | Z |
133 | 91 | 5B | [ |
134 | 92 | 5C | \ ’\\’ |
135 | 93 | 5D | ] |
136 | 94 | 5E | ^ |
137 | 95 | 5F | _ |
140 | 96 | 60 | ‘ |
141 | 97 | 61 | a |
142 | 98 | 62 | b |
143 | 99 | 63 | c |
144 | 100 | 64 | d |
145 | 101 | 65 | e |
146 | 102 | 66 | f |
147 | 103 | 67 | g |
150 | 104 | 68 | h |
151 | 105 | 69 | i |
152 | 106 | 6A | j |
153 | 107 | 6B | k |
154 | 108 | 6C | l |
155 | 109 | 6D | m |
156 | 110 | 6E | n |
157 | 111 | 6F | o |
160 | 112 | 70 | p |
161 | 113 | 71 | q |
162 | 114 | 72 | r |
163 | 115 | 73 | s |
164 | 116 | 74 | t |
165 | 117 | 75 | u |
166 | 118 | 76 | v |
167 | 119 | 77 | w |
170 | 120 | 78 | x |
171 | 121 | 79 | y |
172 | 122 | 7A | z |
173 | 123 | 7B | { |
174 | 124 | 7C | | |
175 | 125 | 7D | } |
176 | 126 | 7E | ~ |
177 | 127 | 7F | DEL |
Next: Concept Index, Previous: Table of ASCII Codes, Up: Top [Contents][Index]
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Previous: GNU Free Documentation License, Up: Top [Contents][Index]
Jump to: | .
:
?
@
^
_
A B C D E F G H I K L M N O P Q R S T U V W |
---|
Jump to: | .
:
?
@
^
_
A B C D E F G H I K L M N O P Q R S T U V W |
---|
Note that this is not a
dot-command like .file
, .ios
or .close
:
dump
does not start with a dot! We will see later how
dot-commands differ from “normal commands” like dump
, but
for now, let’s ignore the distinction.
Do not be fooled by the
fact dump
shows the hexadecimal digits in groups of four:
this is just a visual aid and, as we shall see, it is possible to
change the grouping by passing arguments to dump
.
poke allows
to insert underscore characters _
anywhere in number literals.
The only purpose of these characters is to improve readability, and
they are totally ignored by poke, i.e. they do not alter the value of
the number.
This
also applies to the other .set
commands
Actually it is Lord Vetinari’s “Never build a dungeon you can’t get out of.” but the point is the same.
http://www.gnu.org/s/recutils
http://bsonspec.org/spec.html
https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html
Rationale: the width of a C “int” is 32 bits in most currently used architectures, and binary data formats are usually modelled after C.