I will be using NASM as the assembler and GoLink as the linker. If you feel more comfortable with another assembler or linker, you should still be able to follow along. However, you should note that the NASM syntax may not directly match that of your own assembler and the linker may have different switches.
Compiling is done with NASM by doing nasm -f *format* -o *output*Linking is done with GoLink by doing golink /console /entry *entrypoint* *object* *dlls*Thanks for reading through my tutorial and information on learning assembly language, I hope that you enjoyed this and have learnt a lot from it, let me know how I can improve it or if I made any mistakes, feel free to add info below and I'll update the thread!
golink linker download
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In Go, the unit of compilation (CU) is the package. These .go files get compiled by the Go compiler into platform-independent object files, which are then linked by the Go linker (not GCC/LLVM/etc) into a platform-dependent binary (e.g., Mach-O for Mac, ELF for Linux), as shown.
Trampoline insertion code can be found by searching through the Go linker source. In particular, a two-pass optimistic-pessimistic strategy is used, where the linker tries without trampolines and if this looks like it could possibly fail, it switches to a more complex strategy that considers the use of trampolines.
The key observation to make here is that the linker has created new code. We also know the linker creates a symbol, or name for the trampoline (e.g., fmt.Fprintln+0-tramp0). This happens in architecture-specific trampoline code for each trampoline.
We then need to tell that linker to produce a static binary, or rather we need to tell the go driver programme to tell its linker component to call out to ld and to tell that.So we end up with: go build -ldflags "-linkmode 'external' -extldflags '-static'".
It must be something inside SDL2.lib that is causing this problem but I honestly have no
clue what could force the linker to look for a main() entry point here. I mean, SDL2.lib
is a linker library that should be completely target neutral, i.e. it should be possible
to link SDL2.lib against a WinMain() executable but it should also be possible to link
SDL2.lib against a DllMain() library but here it seems to refuse to be linked into a DLL!
The format is
importpath.name string, so it's possible to set the value of any string anywhere in the Go program, not just in main. Note that from Go 1.5 the syntax has changed to
importpath.name=string. The old style is still supported but the linker will complain.
This post is the story of a slightly-less-than-sane experiment to call Rust code from Go fast enough to replace assembly. No need to know Rust, or compiler internals, but knowing what a linker is would help.
This is confirmed by the existence of "external linking", where the system linker is used to put together a Go program. It's how cgo works, too: it compiles C with the C compiler, Go with the Go compiler, and links it all together with clang or gcc. We can even pass flags to the linker with CGO_LDFLAGS.
If we can manage to build a .a file that works with Go's native linker (cmd/link, referred to also as the internal linker), we can redistribute that and it will let our users import the package as if it was a native one, including cross-compiling (provided we included a .a for that platform)!
At that point I felt like it had to be a silent linker bug, the final boss in implementing rustgo, and reached out to people much smarter than me. One of them was guiding me in debugging cmd/link (which was fascinating!) when Ian Lance Taylor, the author of cgo, helpfully pointed out that //cgo:cgo_import_static is not enough for internal linking, and that I also wanted //cgo:cgo_import_dynamic.
Go to the build log (click the last icon across the top of the navigator pane), expand the transcript with the error, and if necessary click the details icon to see the error message(s) produced by the linker.
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -arch x86_64 -bundle -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator10.0.sdk -L/Users/name/Library/Developer/Xcode/DerivedData/appName-gwipifpkqxuqdbeopzfzxqnhkamn/Build/Products/Debug-iphonesimulator -F/Users/name/Library/Developer/Xcode/DerivedData/appName-gwipifpkqxuqdbeopzfzxqnhkamn/Build/Products/Debug-iphonesimulator -F/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/Library/Frameworks -filelist /Users/name/Library/Developer/Xcode/DerivedData/appName-gwipifpkqxuqdbeopzfzxqnhkamn/Build/Intermediates/appName.build/Debug-iphonesimulator/appNameTests.build/Objects-normal/x86_64/appNameTests.LinkFileList -Xlinker -rpath -Xlinker executable_path/Frameworks -Xlinker -rpath -Xlinker loader_path/Frameworks -mios-simulator-version-min=9.1 -bundle_loader /Users/name/Library/Developer/Xcode/DerivedData/appName-gwipifpkqxuqdbeopzfzxqnhkamn/Build/Products/Debug-iphonesimulator/appName.app/appName -Xlinker -object_path_lto -Xlinker /Users/name/Library/Developer/Xcode/DerivedData/appName-gwipifpkqxuqdbeopzfzxqnhkamn/Build/Intermediates/appName.build/Debug-iphonesimulator/appNameTests.build/Objects-normal/x86_64/appNameTests_lto.o -Xlinker -export_dynamic -Xlinker -no_deduplicate -Xlinker -objc_abi_version -Xlinker 2 -fobjc-link-runtime -L/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphonesimulator -Xlinker -add_ast_path -Xlinker /Users/name/Library/Developer/Xcode/DerivedData/appName-gwipifpkqxuqdbeopzfzxqnhkamn/Build/Intermediates/appName.build/Debug-iphonesimulator/appNameTests.build/Objects-normal/x86_64/appNameTests.swiftmodule -lsqlite3 -framework XCTest -Xlinker -dependency_info -Xlinker /Users/name/Library/Developer/Xcode/DerivedData/appName-gwipifpkqxuqdbeopzfzxqnhkamn/Build/Intermediates/appName.build/Debug-iphonesimulator/appNameTests.build/Objects-normal/x86_64/appNameTests_dependency_info.dat -o /Users/name/Library/Developer/Xcode/DerivedData/appName-gwipifpkqxuqdbeopzfzxqnhkamn/Build/Products/Debug-iphonesimulator/appName.app/PlugIns/appNameTests.xctest/appNameTests
SASM supports 4 working with assemblers - NASM, MASM, GAS and FASM in 2 modes - x64 and x86. You can choose mode in settings on "Build" tab. Also there you can change assembler and linker options and choose programs for assembling and linking.
All assemblers (excluding MASM) are included in SASM and you can use they right away after their choice. MASM assembler can not be included in the assembly because of its license. To use it, you should install MASM on your computer from site and specify path to MASM assembler (ml.exe, path usually "C:/masm32/bin/ml.exe") and to MASM linker (link.exe, path usually "C:/masm32/bin/link.exe") in according fields on "Build" tab in settings.
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