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Lab 5: 64-bit Assembler - Aarch64

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Instruction This posting will describe the process and the finding of lab 5. This lab covers the comparison between Aarch64 and x86_64. The lab instructs to compare the result of the 'objdump -d' command in Aarch64 and x86_64. Also, it covers the writing code to make the same result using Aarch64 and x86_64. This posting only covers Aarch64 part because I got a login problem in x86_64. You can see  the detailed instruction of the lab5 on the Seneca SPO600 website. The Brief Instruction of the Lab 5 about Aarch64 There are four representative part of the Lab 5 Take a look at the code using 'objdump -d objectfile' using aarch64 assembly language programs Take a look at the code using 'objdump -d objectfile' using x86_64 assembly language programs Write code to loop a message with digit using Aarch64 assembly language programs Write code to loop a message with digit using x86_64 assembly language programs This posting only covers the Aarch64 part. ...

Lab 3: Bouncing Ball (Final)

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Introduction I discovered an error in the previous posting's code . In this post, I will show what error I found and how I fix it. Also, I have improved my code so it becomes more reusable. You can understand the steps on how I develop this code to read previous postings: Lab 3: Bouncing Graphic (Part 1 - Calculate Pointer) Lab 3: Bouncing Graph - Drawing and Moving Graph in the Pointer Location Lab 3: Bouncing Graph - Done Lab 3 Instruction The option my group choose is bouncing graphic. The instructions of this option are the following: Create a simple graphic in a square that is 5*5 or 7*7 pixels in size. Use the colors available in the emulator's bit-mapped display. The graphic could be a ball a happy face, a logo, an emoji, or anything else that you want to use Encode that graphic in bytes using DBC (declare constant byte) instructions Write code to make the graphic bounce around the screen, reflecting off the edges when it hits Make the speed keyboard-adjus...