How Can This Address Hold So Much Data? - memory

Not sure if this is a blatantly terrible misunderstanding, but I've been having so trouble with inspecting memory. Here's the following from gdb from examining with x/8w.
0xbffff7a0: 0xb7f9f729 0xb7fd6ff4 0xbffff7d8 0x08048529
0xbffff7b0: 0xb7fd6ff4 0xbffff870 0xbffff7d8 0x00000000
So I'm assuming that 0xb7f9f729 is at 0xbffff7a0, then 0xb7fd6ff4 is at 0xbffff7a4, etc. Could you explain how this works byte wise? Is that 16 bytes from the first memory portion to the next, and each 4 bytes holds it's own word?
I'm having a hard time grasping this memory concept, anyone know a good resource that makes learning it easier?

Yes and yes to both questions.
gdb(1) understands w modifier in your x/8w command as "four byte words", so you are printing 32 bytes in groups of four. gdb(1) just lays them out in short lines with offsets for readability.
I should mention that the exact values printed actually depend on the platform endianness.
You would get similar but probably more understandable layout with x/32.
It's all in the fine manual.

Related

Largest amount of entries in lua table

I am trying to build a Sieve of Eratosthenes in Lua and i tried several things but i see myself confronted with the following problem:
The tables of Lua are to small for this scenario. If I just want to create a table with all numbers (see example below), the table is too "small" even with only 1/8 (...) of the number (the number is pretty big I admit)...
max = 600851475143
numbers = {}
for i=1, max do
table.insert(numbers, i)
end
If I execute this script on my Windows machine there is an error message saying: C:\Program Files (x86)\Lua\5.1\lua.exe: not enough memory. With Lua 5.3 running on my Linux machine I tried that too, error was just killed. So it is pretty obvious that lua can´t handle the amount of entries.
I don´t really know whether it is just impossible to store that amount of entries in a lua table or there is a simple solution for this (tried it by using a long string aswell...)? And what exactly is the largest amount of entries in a Lua table?
Update: And would it be possible to manually allocate somehow more memory for the table?
Update 2 (Solution for second question): The second question is an easy one, I just tested it by running every number until the program breaks: 33.554.432 (2^25) entries fit in one one-dimensional table on my 12 GB RAM system. Why 2^25? Because 64 Bit per number * 2^25 = 2147483648 Bits which are exactly 2 GB. This seems to be the standard memory allocation size for the Lua for Windows 32 Bit compiler.
P.S. You may have noticed that this number is from the Euler Project Problem 3. Yes I am trying to accomplish that. Please don´t give specific hints (..). Thank you :)
The Sieve of Eratosthenes only requires one bit per number, representing whether the number has been marked non-prime or not.
One way to reduce memory usage would be to use bitwise math to represent multiple bits in each table entry. Current Lua implementations have intrinsic support for bitwise-or, -and etc. Depending on the underlying implementation, you should be able to represent 32 or 64 bits (number flags) per table entry.
Another option would be to use one or more very long strings instead of a table. You only need a linear array, which is really what a string is. Just have a long string with "t" or "f", or "0" or "1", at every position.
Caveat: String manipulation in Lua always involves duplication, which rapidly turns into n² or worse complexity in terms of performance. You wouldn't want one continuous string for the whole massive sequence, but you could probably break it up into blocks of a thousand, or of some power of 2. That would reduce your memory usage to 1 byte per number while minimizing the overhead.
Edit: After noticing a point made elsewhere, I realized your maximum number is so large that, even with a bit per number, your memory requirements would optimally be about 73 gigabytes, which is extremely impractical. I would recommend following the advice Piglet gave in their answer, to look at Jon Sorenson's version of the sieve, which works on segments of the space instead of the whole thing.
I'll leave my suggestion, as it still might be useful for Sorenson's sieve, but yeah, you have a bigger problem than you realize.
Lua uses double precision floats to represent numbers. That's 64bits per number.
600851475143 numbers result in almost 4.5 Terabytes of memory.
So it's not Lua's or its tables' fault. The error message even says
not enough memory
You just don't have enough RAM to allocate that much.
If you would have read the linked Wikipedia article carefully you would have found the following section:
As Sorenson notes, the problem with the sieve of Eratosthenes is not
the number of operations it performs but rather its memory
requirements.[8] For large n, the range of primes may not fit in
memory; worse, even for moderate n, its cache use is highly
suboptimal. The algorithm walks through the entire array A, exhibiting
almost no locality of reference.
A solution to these problems is offered by segmented sieves, where
only portions of the range are sieved at a time.[9] These have been
known since the 1970s, and work as follows
...

How is RAM able to acess any place in memory at O(1) speed

We are taught that the abstraction of the RAM memory is a long array of bytes. And that for the CPU it takes the same amount of time to access any part of it. What is the device that has the ability to access any byte out of the 4 gigabytes (on my computer) in the same time? As this does not seem as a trivial task for me.
I have asked colleagues and my professors, but nobody can pinpoint to the how this task can be achieved with simple logic gates, and if it isn't just a tricky combination of logic gates, then what is it?
My personal guess is that you could achieve the access of any memory in O(log(n)) speed, where n would be the size of memory. Because each gate would split the memory in two and send you memory access instruction to the next split the memory in two gate. But that requires ALOT of gates. I can't come up with any other educated guess, and I don't even know the name of the device that I should look up in Google.
Please help my anguished curiosity, and thanks in advance.
edit<
This is what I learned!
quote from yours "the RAM can send the value from cell addressed X to some output pins", here is where everyone skip (again) the thing that is not trivial for me. The way that I see it, In order to build a gate that from 64 pins decides which byte out of 2^64 to get, each pin needs to split the overall possible range of memory into two. If bit at index 0 is 0 -> then the address is at memory 0-2^64/2, else address is at memory 2^64/2-2^64. And so on, However the amout of gates (lets call them) that the memory fetch will go through will be 64, (a constant). However the amount of gates needed is N, where N is the number of memory bytes there are.
Just because there is 64 pins, it doesn't mean that you can still decode it into a single fetch from a range of 2^64. Does 4 gigabytes memory come with a 4 gigabytes gates in the memory control???
now this can be improved, because as I read furiously more and more about how this memory is architectured, if you place the memory into a matrix with sqrt(N) rows and sqrt(N) columns, the amount of gates that a fetch memory will need to go through is O(log(sqrt(N)*2) and the amount of gates that will be required will be 2*sqrt(N), which is much better, and I think that its probably a trade secret.
/edit<
What the heck, I might as well make this an answer.
Yes, in the physical world, memory access cannot be constant time.
But it cannot even be logarithmic time. The O(log n) circuit you have in mind ultimately involves some sort of binary (or whatever) tree, and you cannot make a binary tree with constant-length wires in a 3D universe.
Whatever the "bits per unit volume" capacity of your technology is, storing n bits requires a sphere with radius O(n^(1/3)). Since information can only travel at the speed of light, accessing a bit at the other end of the sphere requires time O(n^(1/3)).
But even this is wrong. If you want to talk about actual limitations of our universe, our physics friends say the absolute maximum number of bits you can store in any sphere is proportional to the sphere's surface area, not its volume. So the actual radius of a minimal sphere containing n bits of information is O(sqrt(n)).
As I mentioned in my comment, all of this is pretty much moot. The models of computation we generally use to analyze algorithms assume constant-access-time RAM, which is close enough to the truth in practice and allows a fair comparison of competing algorithms. (Although good engineers working on high-performance code are very concerned about locality and the memory hierarchy...)
Let's say your RAM has 2^64 cells (places where it is possible to store a single value, let's say 8-bit). Then it needs 64 pins to address every cell with a different number. When at the input pins of your RAM there 'appears' a binary number X the RAM can send the value from cell addressed X to some output pins, and your CPU can get the value from there. In hardware the addressing can be done quite easily, for example by using multiple NAND gates (such 'addressing device' from some logic gates is called a decoder).
So it is all happening at the hardware-level, this is just direct addressing. If the CPU is able to provide 64 bits to 64 pins of your RAM it can address every single memory cell (as 64 bit is enough to represent any number up to 2^64 -1). The only reason why you do not get the value immediately is a kind of 'propagation time', so time it takes for the signal to go through all the logic gates in the circuit.
The component responsible for dealing with memory accesses is the memory controller. It is used by the CPU to read from and write to memory.
The access time is constant because memory words are truly layed out in a matrix form (thus, the "byte array" abstraction is very realistic), where you have rows and columns. To fetch a given memory position, the desired memory address is passed on to the controller, which then activates the right column.
From http://computer.howstuffworks.com/ram1.htm:
Memory cells are etched onto a silicon wafer in an array of columns
(bitlines) and rows (wordlines). The intersection of a bitline and
wordline constitutes the address of the memory cell.
So, basically, the answer to your question is: the memory controller figures it out. Of course that, given a memory address, the mapping to column and row must be easy to calculate in a constant time.
To fully understand this topic, I recommend you to read this guide on how memory works: http://computer.howstuffworks.com/ram.htm
There are so many concepts to master that it is difficult to explain it all in one answer.
I've been reading your comments and questions until I answered. I think you are on the right track, but there is some confusion here. The random access in which you are implying doesn't exist in the same way you think it does.
Reading, writing, and refreshing are done in a continuous cycle. A particular cell in memory is only read or written in a certain interval if a signal is detected to do so in that cycle. There is going to be support circuitry that includes "sense amplifiers to amplify the signal or charge detected on a memory cell."
Unless I am misunderstanding what you are implying, your confusion is in how easy it is to read/write to a cell. It's different dependent on chip design but there IS a minimum number of cycles it takes to read or write data to a cell.
These are my sources:
http://www.doc.ic.ac.uk/~dfg/hardware/HardwareLecture16.pdf
http://www.electronics.dit.ie/staff/tscarff/memory/dram_cycles.htm
http://www.ece.cmu.edu/~ece548/localcpy/dramop.pdf
To avoid a humungous answer, I left most of the detail out but all three of these will describe the process you are looking for.

Memory Locations of Variables when Using IA-32 Assembly Language

Quick question on memory locations in IA-32 assembly language that i cannot seem to find the answer for anywhere else.
On IA-32 each memory address is 4 bytes long (e.g. 0x0040120e). Each of these addresses points to a 1 byte value (or in the case of a larger value, the first byte of it). Now look at these two simple IA-32 assembly language statements:
var1 db 2
var2 db 3
This will place var1 and var2 in adjacent memory cells (let's say 0x0040120e and 0f). Now I realize that the define directive db allocates 1 byte to the value. But, in the case above I have two values (2 and 3) that in fact only requires two bits each, to be stored.
Questions:
When using the db directive, do these two values still consume a full byte, even though they are smaller than 1 byte?
Is using a full byte for values that could get away with less, still the common way to go (as we have so much memory that we don't care)?
Does integers 0 to 255 then generally take up 1 byte and integers 256 to (2^16 - 1) take up 2 bytes (a word), etc.?
Thank you,
Magnus
EDIT 1: Made questions more clear (apologies for the back and forth)
EDIT 2: Added a structured reply below, based on other posters' input
yes. the B in DB is for Byte.
You could use a nibble for each, like so:
combined db 0x23
but you'd have to
a) shift the result for 4 bits right if you need the "2".
b) mask the leftmost 4 bits if you need the "3".
Hardly worth the effort these days ;-)
Yes, since the architecture is byte-addressable and cannot address anything smaller than a byte.
This means that data requiring less than one byte will need to share its address with other data.
In practice this means that you're going to have to know which bits in the pointed-out byte are used for this particular value.
For hardware registers this sort of mapping is very common.
EDIT: Ah, you seem to mean "values of the same variable" when you said "2 and 3". I thought you meant 2-bit and 3-bit values. You need to decide how many bits are needed at most for a particular variable, for all the values you need that variable to be able to store. There are variable-length encodings for integers of course, but that's generally rarely used in assembly and not what you'd typically use for some general-purpose variable.
You generally should expect to reserve all bits required for all values that a variable need to hold, up front. Otherwise, if you're worried about "wasting memory", you would need to move all other variables as soon as you get some "vacant bits" somewhere. That would end up costing fantastically much. Also, knowing the size of a variable is constant makes it possible to generate (or write) the proper code to handle it, otherwise you would of course also need to explicitly store somewhere "the size of the value held in variable x is now y bits". That becomes extremely painful very very quickly.
My initial question was a bit unstructured, so for the benefit of other searchers stopping by here I will use the answers received from #unwind and #geert3 to create a structured response. Again, this was my fault due to the initial poor structuring and creds for the answers goes to #unwind and #geert3.
When using the db directive you allocate 1 byte to the variable, and even if the variable takes up less space than 1 byte, it will still consume that full 1-byte address spot. As one might guess, that wastes a few bits of memory, but that is okay as you have enough memory and not too bothered about wasting a couple of bits. The reason you want to use the full 1-byte memory location is that it is easier to reference the variable when it is alone in the address slot (see #geert3's note on how to access it if you use less than a byte), and additionally, in case you want to reuse the variable later, it is great to know you have space for any number up to 255.
Yes, see answer to 1
Yes, you would normally allocate multiples of a byte to a variable, in a byte-addressable system

Address Error in Assembly (ColdFire MCF5307)

Taking my first course in assembly language, I am frustrated with cryptic error messages during debugging... I acknowledge that the following information will not be enough to find the cause of the problem (given my limited understanding of the assembly language, ColdFire(MCF5307, M68K family)), but I will gladly take any advice.
...
jsr out_string
Address Error (format 0x04 vector 0x03 fault status 0x1 status reg 0x2700)
I found a similar question on http://forums.freescale.com/freescale/board/message?board.id=CFCOMM&thread.id=271, regarding on ADDRESS ERROR in general.
The answer to the question states that the address error is because the code is "incorrectly" trying to execute on a non-aligned boundary (or accessing non-aligned memory).
So my questions will be:
What does it mean to "incorrectly" trying to execute a non-aligned boundary/memory? If there is an example, it would help a lot
What is non-aligned boundary/memory?
How would you approach fixing this problem, assuming you have little debugging technique(eg. using breakpoints and trace)
First of all, it is possible that isn't the instruction causing the error. Be sure to see if the previous or next instruction could have caused it. However, assuming that exception handlers and debuggers have improved:
An alignment exception is what occurs when, say 32 bit (4 byte) data is retrieved from an address which is not a multiple of 4 bytes. For example, variable x is 32 bits at address 2, then
const1: dc.w someconstant
x: dc.l someotherconstant
Then the instruction
mov.l x, %r0
would cause a data alignment fault on a 68000 (and 68010, IIRC). The 68020 eliminated this restriction and performs the unaligned access, but at the cost of decreased performance. I'm not aware of the jsr (jump to subroutine) instruction requiring alignment, but it's not unreasonable and it's easy to arrange—Before each function, insert the assembly language's macro for alignment:
.align long
func: ...
It has been a long time since I've used a 68K family processor, but I can give you some hints.
Trying to execute on an unaligned boundary means executing code at an odd address. If out_string were at an address with the low bit set for example.
The same holds true for a data access to memory of 2 or 4 byte data. I'm not sure if the Coldfire supports byte access to odd memory addresses, but the other 68K family members did.
The address error occurs on the instruction that causes the error in all cases.
Find out what instruction is there. If the pc matches (or is close) then it is an unaligned execution. If it is a memory access, e.g. move.w d0,(a0), then check to see what address is being read/written, in this case the one pointed at by a0.
I just wanted to add that this is very good stuff to figure out. I program high end medical imaging devices in my day job, but occasionally I need to get down to this level. I have found and fixed more than one COTS OS problem by being able to track down just this sort of problem.

'align' instruction on MIPS

What exactly does this instruction do? I know that it tries to align data with a multiple of a specific number but why would you need to do this? Is there an equivalent instruction in other assemblers?
You usually align data to get better performance. For most processors, memory access has some penalty when not accessing specific byte boundaries. For other assemblers, there often is some kind of pseudo-op .align for this. Most compilers also align their data structures (though you can disable it for debug purposes).
Also See this Wikipedia entry.
Note that non-emulated MIPS systems might even crash if you try to access unaligned memory cells (see here and here).
Is there an equivalent instruccion in other assemblers?
MASM has an Align directive: http://msdn.microsoft.com/en-us/library/dwa9fwef(VS.80).aspx
It aligns everything to the nth power of two. Its not an instruction, its a directive that will be translated into instructions
As for its usage,for exampe:
mips32 instructions are always 32 bits long. So each instruction should start on a word boundary. Adding an .align directive before the code starts, aligns things to 32 bits. This has many benefits, including that it only takes 1 memory access for the instruction´s fetch, and that it will probably be benefitial on the instruction cache.

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