• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

Question about Data segment/Code segment

5 posts in this topic

Consider the following piece of code running on a 16-bit microcontroller (16 bit address bus width). My questions all concern what happens before main() is called.

unsigned short foo = 156;
const unsigned short bar = 12;

int main()
   return 0;

Is my understanding correct that:

  1. The address locations in the heap for foo and bar are known at compile time and are stored in the data segment of the binary file
  2. The sizes (memory consumption) of foo and bar are known at compile time and are stored in the data segment of the binary file
  3. The values of foo and bar are stored in the data segment of the binary file, separate from the size declaration of foo and bar
  4. Before main() is called, the memory for foo and bar is allocated and filled with their respective values on the heap, always at the same offsets
  5. In the case of an embedded system (microcontroller), memory space for "bar" is not allocated in RAM, but is directly read from ROM when required, since it was declared const and cannot change its value.
  6. In the case of an embedded system (microcontroller), memory space for "foo" is allocated in RAM and its value is copied from ROM into RAM before main() is called, from which the value can be read and written to when required later on.

My two main questions are:

  1. Without starting this program, how much "disk space" do "foo" and "bar" actually consume? There obviously has to be information on what they are, what value they have, and where they will be stored in memory.
  2. When hard-coding values (such as "foo=2"), how is that number "2" stored?



Share this post

Link to post
Share on other sites

Thanks for all the feedback! I see it's highly hardware and compiler dependent, but I'm satisfied with the answers.


Is there a reason you are asking this question?


General curiosity. Programming micro controllers makes you realise how sparse you suddenly have to be in comparison to programming for PCs, given the limited hardware, and I simply wondered how the binary file was structured.


The particular device I'm working with is the dsPIC33FJ06GS001, in case anyone was wondering. It's one of Microchip's newer line of controllers for digital signal processing.


Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0