Assembly isn't that hard. It's the same imperative programming, but more verbose, more work, and more random names and patterns to remember. If you can understand "x += 3 is the same as x = x + 3", you can understand how the add instruction works.
I wouldn't be able to write Rollercoaster Tycoon in assembly because keeping track of all that code in assembly files must be hell, but people pretending like you need to be some kind of wizard to write assembly code are exaggerating.
These days, you won't be able to beat the compiler even if you wrote your code in assembly, maybe with the exception of bespoke SIMD algorithms. Writing assembly is something only kernel developers and microcontroller developers may need to do in their day to day life.
Reading assembly is still a valuable skill, though, especially if you come anywhere near native code. What you think you wrote and what the CPU is actually trying to do may not be the same, and a small bit of manual debugging work can help you get started resolving crashes that make no sense whatsoever. No need to remember thousands of instructions either, 99% of assembly code is just variations of copying memory, checking equality and jumping anyway. Look up the weird assembly instructions your disassembler spits out, they're documented very well.
Assembly is hard, because you need to understand your problem on multiple levels and get absolute zero guidance by compilers.
Even C guides you a tiny bit and takes away some of the low level details, so you have more mental capacity to actually solve your problem.
Oh, and you have a standard library. Assembly seems to involve solving everything yourself. No simple function call to truncate a string or turn a char array to uppercase.
Unless you're developing an OS or something, you'll probably be using the C standard library and maybe a bunch of other libraries provided by most distros. Just because you're doing assembly doesn't mean you need to program syscalls manually.
Modern assemblers also come with plenty of macros to prevent common mistakes and provide common methods. For instance. NASM comes with things like %strcat to do string concatenation.
I suppose the lack of compiler warnings can be a challenge, but most low-level compilers don't exactly provide guidance for when you design your program wrong.
No doubt Assembly is harder than Java or Python, but compared to languages like C, I don't think it's as hard as people pretend to it to be.
I wouldn’t be able to write Rollercoaster Tycoon in assembly because keeping track of all that code in assembly files must be hell, but people pretending like you need to be some kind of wizard to write assembly code are exaggerating.
Well, they've got a point for the bigger machine codes. Just the barebones specification for x86 is a doorstopper IIRC.
From what I've heard, writing big stuff in assembly comes down to play-acting the compiler yourself on paper, essentially.
From what I’ve heard, writing big stuff in assembly comes down to play-acting the compiler yourself on paper, essentially.
I think that's true for just about any programming languages, though the program you're "compiling" is a human understanding of what you're trying to accomplish. Things like val bar = foo.let { it.widget?.frub() ?: FrubFactory::defaultFrub(it) } don't come naturally to the human mind, you're already working through the logic required before you start typing.
As for the x86 instruction count: you don't need to know all of them. For instance, here's a quick graph of all of the instructions in systemctl on my system:
With the top 15 or maybe to 25 of these instructions, you can probably write any program you can think of, and what's missing will probably be easily found (just search for "multiply" or "divide"). You don't need to know punpckldq to write a program.
Having toyed with video game reverse engineering, I definitely feel like I ought to learn a bit more. I understand mov, pointers and registers, and I think there was some inc and add in the code I read to try to figure out base pointers and pointer paths (using Cheat Engine), but I think knowing some more would serve me well there.
Modern decompilers like the one packaged with Ghidra helps a lot for intuiting how instructions work. Unfortunately, a lot of video game code is obfuscated, so you're probably more likely to run into weird instructions, but OK the other hand you'll learn what they do faster than when you rarely encounter them.
How about entering straight opcode, operand with only a hex keypad and two pairs of 7 segment LEDs. You can only see one set of numbers at a time. You had to write it out on paper to be able to keep track and count positions so you don't use your spot.
I had to do this as a project in school. Two 8088 units that we breadboarded to a UART that we used to drive a fiber optic link to communicate with each other with a basic protocol. All descrete components hand wired and coded.
It made you tie all of skills together into a full system of hardware and software.
Which target did you use? Having to learn even a fraction of modern x86 would be ridiculous, but SPARC or something could be good to know, just to reduce the "magic box" effect.
I had to learn assembly but was one topic of many we handled in architecture. Like one question of one exam. That was one of the toughest professors we had, class was about 2001
I think the university I went to phased out the EE requirements the year after me. Honestly, I think it should be required. Understanding how the computer "thinks" is such an important skill.
I attended two different Bachelor's courses, one with a very technical (2016-2018) and one with a more high level focus (2018-2023). The first did have a class where we learned how to go from logic gates to a full ALU as well as some actual EE classes, but I didn't go far enough or memorise the list of classes to remember whether Assembly would have become a thing. We learned programming with first Processing, then C and C++.
The second had C as an elective course, and that was as technical and low-level as it ever got.
IMHO assembly isn’t hard. When you gain enough experience you start to see „visual patterns“ in your code. For example jumping over some lines often equals to a if/else statement or jumping back is often a loop etc. Then you are able to skim code without the necessity to read each line.
The most difficult part is to keep track of the big picture because it is so verbose. Otherwise it’s a handful or two of instructions you use 90+% of the time.
I needed it often in the past in the PLC world but it is dying out slowly. Nonetheless, when I encounter 30+ year old software I’m happy to be able to get along. And your experience transitions to other architectures like changing from one higher language to another.
Nonetheless, if I’m able to choose, I’ll take Go. Please and thank you 😊
The most difficult part is to keep track of the big picture because it is so verbose. Otherwise it’s a handful or two of instructions you use 90+% of the time.
It's a long time since I wrote any assembly in anger, but I don't remember this being an issue. Back then Id be writing 2D and 3D graphics demos. Reasonably complex things, but the challenge was always getting it fast enought to keep the frame rate up, not code structure.
As you say, I think you just establish patterns to decompose the problem.
Anyone who thinks OP asking about Assembly with this meme should play the game Turing Complete. It's great. You have to design a computer all the way from the most basic logic gates (I think you only get a NAND gate to start), designing an ALU and CPU, creating your own machine language, and writing your own programs in the language you designed, and it's all simulated the whole time. Machine language is pretty advanced as far as things go.
We got to do something simular in uni. We modeled the CPU in VHDL and had to set up our own language, then we were to program a game for it. One of the most fun and interesting courses we got to do!
It's now been 18 years since the last time an employer paid me to write assembly, but it's only been a year or so since the last time I had to read assembly at work (in order to verify what the compiler really was doing).
OS and embedded dev here. I use assembly all the time. I've even worked on firmware that was entirely in assembly of strict requirements that couldn't be met in C.
Also even machine code hides a lot about how the underlying machine works so if you really want to do computing from scratch you really do hate to invent the universe because there's abstractions all the way up the hardware stack just like there is in software.
Not exactly accurate, I think. Even machine language is bound by the CPU's architecture. You can't do anything in machine language that wasn't specifically provided for by the CPU architects.
It would be more accurate to say it's like creating a new universe using all the same laws of physics, thermodynamics, cosmology, ethics, etc as our existing universe.
I don't think accuracy was the goal, it is a joke not a dissertation. It's more about how it feels to try a language like assembly after working with higher-level languages.
I also took PASCAL in the 90s, but it is considered a high level language, and writes similarly to other high lvl languages, assembly has a very different syntax
Oh, I know. I meant that we had to take courses on older languages as part of the curriculum. That was a funky little college program. The oddest experience for me was taking Python back in the day as the "new thing" then not seeing it again until it absolutely exploded ~10 years ago. That program is also why I ended up playing with Linux so early on. The professors truly seemed to have a passion for emerging technologies while not wanting anyone to forget what came before. Thankfully, no punch cards.
We used turbo pascal in school in the early 90’s. And it had assembly blocks… which I used copious amounts of because it was the only way to make the IBM PS/1’s do useful graphics.
I had an assembly class in college. I didn't love of at all. Got my first job after graduating and it was writing space shuttle engine control software, which was in assembly. I was kind of surprised at how fast it became natural after dealing with it full time. Still, it felt luxurious when we upgraded the controller and could do the software in C.
I learned assembly for a few weeks when I first started a new job once (didn't even have anything to do with my job), and I always felt like my brain was tired after trying to write in assembly. Just took so much more mental concentration than writing in c for example.
Only on the VIC20 and Atari STe. On the VIC20 you had to write the assembler, manually convert it to machine code and enter that into the computer. There was a cartridge with an assembler, debugger and an extra 3.5Kb memory for it but I never got one.
Vic 20 was my first. I watched my dad struggle with and eventually give up on assembly. Something-something and the microbots. I was fearful of it until I took Assembly at Uni. That 2nd/3rd year class was where the final puzzle piece of how computers work fell in place for me.
My first job was writing assembly tests for a DSP hardware design team. Fell in love. Never looked back.
From my understanding, one of the actual use case of assembly is for cyber security engineers to dump assembly instructions from a compiled program, so they can check for any potential vulnerability. I've also seen assembly included in an embedded codebase (the overall project is in C), which I assume is for more optimized performance and deterministic behavior
For a university assignment, I built a compiler for x86; I cheated a bit by relying on LLVM, but it gave me a better understanding of the architecture.
I also developed emulators for the NES (Ricoh 2A03) and RISC-V (RV32I) as a hobby. For the latter, I implemented it in FPGA.
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I used to write z80 asm without an assembler back when I was a LOT younger. The ZX spectrum manual I had, had the full instruction list with the byte values.
I think it was oddly easier than some higher level languages for some tasks.