program
Author: ,k,k,

# Program Design Notes

### Definition:

> > Program is a single object that encapsulates reverse engineering knowledge generated for a single component of a software target. Programs allow a target to be decomposed into a set of components, each oriented toward a single address space.

> > This knowledge includes:

> > - symbol information
> > - instructions and their comments
> > - macros
> > - user defined data
> > - the underlying bytes (memory)
> > - program flow information
> > - a partitioning of program into a set of fragments
> > - hierarchical grouping of fragments into modules

### Restrictions and Assumptions:

1. Program is represented by Code, SymbolTable, EquateTable, and Memory. From these, one can obtain various program element objects such as Instruction, Data, BasicBlock, Symbol, Equate, Fragment, Module, and Macro. All but BasicBlock can be considered integral parts of the program and always reflect the current state of the object. If one of these objects has been deleted from the program then any subsequent call to the object will result in a ConcurrentModificationException being thrown. The BasicBlocks that are returned by a program represent snapshot objects that are created from that call and independent of any further changes in program.

2. A program is always loosely associated with one and only one language which is set when program is first created and cannot be changed. The association is loose in that it really consists of a name.

3. A program has one and only one address space determined at creation time (and thus one and only one type of address).

4. The fragments in a program always partition that program as a set of code units. In other words each code unit must be in one and only one fragment.

5. A Module can contain only other modules or fragments. Fragments and Modules can be contained in more than one module. A module cannot have duplicates in its children. If additional structure is desired for modules or fragments it must be applied externally by a tool. (ie: Routines).

6. A macro must consist of code units that are all contained in the same fragment. Macros do not need to satisfy any relationship with respect to basic blocks.

7. CodeUnits, Fragments, and Modules may have property, value pairs assigned to them by external plugins. These values may be set and changed by any plugin and persist until the underlying object is deleted.

8. Modules, fragments, and code units may only be deleted by the user. In comparison basic blocks change, are created, and deleted as a side effect of other operations.

### Definitions:

Basic Block: A basic block is a minimal set of code units as determined by flow control and a set of rules. Program supports two sets of rules, the SimpleBlockModel and the BasicBlockModel.

Instruction Prototype: An Instruction Prototype is the encapsulation of all information for a single cpu instruction. Instruction prototypes are provided by language modules as the result of a parsing bytes. Instruction prototypes do not need an address to exist, but in order to be fully expressed or interpreted need an address and a memory to interpret on.

Data Prototype: A Data Prototype is the encapsulation of all information for a single CPU data type. The set of available
data prototypes is provided by the Language Module. Data prototypes are assigned to a particular location to define a Data object at that location.

Macro: A Macro is a substitution of one or more consecutive Code Units.