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Systems Programming standalone framework information Version: @(#)README 2.1 Date: 12/8/19 --------------------------------------------------------------------------- Notes on the Makefile: DO NOT USE gmakemake! You must edit the given Makefile to tell it about the file(s) you create. Add your own file names (both source and object versions) to the APP_* macros at the top of the Makefile. After adding or removing files from the Makefile (or changing your #includes), do a "make depend" to adjust the Makefile's dependency entries. To create your program: * run 'make' in your project directory To copy it onto a USB flash drive: All machines in the DSL have at least two front-panel USB slots (typically, two USB-2 and one blue USB-3). Under Ubuntu, you can use any of these slots; insert a flash drive, and the OS automatically creates device entries for the drive, using the next available disk name in /dev (e.g., /dev/sdg). To copy your bootable image to the flash drive, plug the drive into a USB socket, wait a few moments for Ubuntu to recognize it and create the device entries in /dev, and type make usb This will remake the usb.image file (if necessary), and will then copy it out to the USB drive. In order to find the correct drive, the installation uses a local command named 'dcopy'. This command runs a second command named 'dfind' to identify the USB drive(s) plugged into the system, and then runs a 'dd' command to copy the usb.image file to the first USB device it finds. (You can run 'dfind' yourself if you want to be sure that 'dcopy' will be able to find the flash drive.) Note: the Makefile still has a "floppy" target for creating a bootable floppy disk image. However, this hasn't been used for quite a while, and the necessary support tools to do the copying don't exist on the current systems. If you want to try using the floppy disk as a boot device, let me know. To boot your program once you have copied it to a bootable medium: * DO NOT USE the machine named 'sherlock' - it's a server for the lab, and should not be shut down * shut down Ubuntu by using the standard Ubuntu "shut down" menu entry * insert the bootable medium * make sure the terminal connected to this machine is turned on * push the reset button on the front panel (at the top, on the righthand side - the larger button on the lefthand side is the power button) DO NOT just push the reset button - Ubuntu must be shut down correctly in order to avoid damaging the filesystems. Unfortunately, the motherboards in the current lab machines are somewhat stupid; once a flash drive is unplugged, they forget that we want to give boot priority to flash drives once the flash drive is unplugged. For now, you will need to interrupt the boot process in one of the following two ways: 1. When the ASUS logo appears on the screen, press the F8 key to bring up the boot device screen. Scroll down the list using the arrow keys until the flash drive is highlighted, and press ENTER to boot from it. 2. When the ASUS log appears on the screen, press either the F2 or the DEL key on the keyboard to bring up the BIOS screen. Use the right arrow key to select the "Boot" menu, then the down arrow key to the bottom of the "Boot" menu, where you will find an "Override" section. Select the flash drive entry and press ENTER. If you miss your window of opportunity (about five seconds) to press one of these function keys and Ubuntu boots up, don't panic; just shut Ubuntu down and try again. If you want to run your program again, leave the flash drive inserted and press the reset button again. To reboot Ubuntu: * take your bootable medium out of the machine * push the reset button Compiling your program creates several files: prog.o: linked, object form of the system prog.b: binary version of the system - generated from prog.o by removing all the object file headers and symbol table prog.nl: namelist of the prog.o file - lists all global symbols, their values, and the program section they're defined in (Text, Data, Bss) *.image: the binary system image - contains the bootstrap, the protected mode startup code, and your stuff, in this layout: bootstrap first sector switch code second sector your program sectors 3 through n+2 next file n+3 through p+n+2 next file p+n+3 through q+p+n+2 etc. (see below) This file will be named floppy.image or usb.image, depending on which device you'll be using. BuildImage: is used to patch the system length into the boot sector of the disk.image file Offsets: prints byte offsets for major structures (only present in distributions of the baseline OS written by the class in Systems Programming) Other things you can 'make': prog.dis: a disassembly of the prog.o file - a text version of the binary machine code prog.nll: like prog.nl, but includes non-global symbols as well as globals (e.g., static local variables in files) file.X: generates an assembly listing from the C source file named "file.c" which has the C source code inserted around the assembly code clean: deletes all object, listing, and binary files depend: recreates the dependency lists in the Makefile Loading additional files: You can load additional files into memory by adding the name of the file and the address where you want it loaded to the end of the BuildImage command in the Makefile. However, because the loading is done in real mode, you cannot load into addresses above 0x9ffff. See the code in BuildImage.c for more details. Modifying the bootstrap: You can add some code to the bootstrap without significantly changing its size. The baseline bootstrap assembles to 0x2ad bytes without the memory map code, or 0x353 with that code; this leaves about 330 (or 170) bytes available at the end of the second sector. If you need to add more than will fit there, you will need to change the definition of BOOT_SIZE at the beginning of the file, the code which loads the second half of the bootstrap from the device, and the ".org" at the end of the file to reflect the new length of the bootstrap.
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