Hello, my name is Stephane, and in this lecture you will learn about the jumping bow or equal instruction
in assembly language programming.
The GE instruction representing jump jumping a bow or equal controls program execution based on a specific
comparison condition.
It is often used for unsigned integer comparisons.
So the GE Instruction directs a program to jump if one value is either greater than or equal to another
value.
So here is a breakdown of this places.
So the first is comparison here.
Compare two values which can be from registers, memory or immediate values.
The second is condition check.
If the first value is greater than or equal to the to the second, the jump occurs and the third is
jump or sequential execution.
If the condition is met, the program jumps to a specified location.
Otherwise it continues sequentially.
Now let's actually create some basic example here.
CMP c.
X.
D.
X.
And.
J.
A e.
A ball.
Yea.
A e above or equal here.
So here we are comparing values in registers C and D and G, above or equal.
Here we are jumping If C is greater than or equal to D in this example, if the value in register C
is greater than or equal to the value in register, a jump to above or equal label occurs.
So a jump above or equal along with other conditional jumps like b jump if below j a jump if equal forms
the cornerstone of control flow.
So these instructions enable programmers to create sophisticated algorithms and logical structures at
a low level of abstraction.
Crucial for efficiency.
Assembly language programming.
And here we will, as we always do, we will create another example here.
And here we will start from the data section, as always.
So section data, we will define allocate memory for value one.
Value.
One DBM 25.
25 and value to be be 25 again.
So here we are allocating memory for value one and initializing it with 25 and here we are allocating
memory for value two and initializing it with 25 as well.
And here we will create our section.
Section.
Shen.
Text and global.
Global.
Start again.
And in this start, we will move.
L which is value one and move l.
Value two.
And here we are.
Load the value stored at the memory address.
Value one into Al.
And here we are doing the same.
Load the value stored at memory address value two into Bel and CMP.
CMP.
Al.
Here we are comparing.
We are comparing the values in Al and BL and here we are going to use the jump if above and or equal
jump if above or equal to a e here.
Above.
Above or.
Equal.
We named this label like this.
But you can do.
Another.
You can use another word for this label.
You can actually use almost any.
Label for any name for the labels in assembler programming.
And here we are jump to above or equal label.
If Al is above or equal to b L here.
In this case, P is value two and L is value one.
And here we will firstly create our false condition, not above or equal.
Not above or equal.
And your code will be here.
Sorry.
Also we need to this double dots for the start as well.
So your code.
Your code here.
Your code here for the scenario.
When value one is when value one is not above or equal to value two And here we will again use the jump
down to jump to.
Done to finally jump to the done label to finalize this section and as well we will create above.
Or equal here?
GNP down here.
Uh, ops.
Actually, we don't need that for now.
This is just an.
The LatAm project and your code here for your code.
Your code here for the scenario when value.
Value one is above or equal to value two.
And after that we will also we will create a done label here and exit code here.
And in this educational journey, we are poised to dive into the provided disassembly code, deciphering
its intricacies while fostering a deep understanding of conditional branching and comparisons of j.
A e.
So here our journey ignites with the declaration of this data section where memory is allocated to house.
The variables value one and value two.
Both variables are initialized with the value.
25 Laying the groundwork for forthcoming comparisons here and transitioning to the text section.
As always, our focal point of executable instructions.
The Start label stands as our entry point again the always so the voyage commences with the move instructions
facilitating the transfer of the value stored at memory address pointed to by value one into the a register.
In similar vein, the subsequent Move instruction orchestrates the loading of the value at the memory
location indicated by value two into b l register.
The subsequent CMP instruction undertakes a meticulous comparison between the values in Al and b l.
And here our journey's direction pivots based on the outcome of this comparison.
If it is determined that the value in Al is above or equal to the value in PL, the j a e a jump if
above or equal instruction steers us towards the above or equal label.
So our code here will execute.
And conversely, in instances where the comparison results oppose the notion of value one being above
or equal to value, two we navigate to the note above or equal realm.
So here your creative coding solutions come into play.
Addressing scenarios where value one is not above or equal to value two and the down label here becomes
marking the closure of this segment.
On the flip side above, our equal label offers a distinctive platform enabling your code to unfold
in a manner suited for scenarios where value one is indeed above or equal to value.
Two.
And that's it.
Our educational odyssey reaches its zenith at the dawn label, encapsulating the conclusion of this
program's logic.
This is the optimal space for including instructions for program termination or any necessary cleanup.