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Creating a class from scratch
First, we need to create a class to put methods into. The following steps are necessary to create a class file.
Load java.lang.Object
, the root of the Java class hierarchy.
This step is not necessary when building code that extends the Soot framework; in that case, loading of classfiles is already done when user code is called.
Scene.v().loadClassAndSupport("java.lang.Object");
This line of code causes Soot to load the java.lang.Object class and create the corresponding SootClass
object, as well as SootMethods
and SootFields
for its fields. Of course, java.lang.Object
has references to other objects. The call to loadClassAndSupport
will load the transitive closure of the specified class, so that all types needed in order to load java.lang.Object
are themselves loaded.
This process is known as resolution.
Since our HelloWorld program will be using classes in the standard library, we must also resolve these:
Scene.v().loadClassAndSupport("java.lang.System");
These lines reference Scene.v()
. The Scene
is the container for all of the SootClass
es in a program, and provides various utility methods. There is a singleton Scene object, accessible by calling Scene.v()
.
Implementation note: Soot loads these classes from either classfiles or .jimple
input files. When the former is used, Soot will load all class names referred to in the constant pool of each class file. Loading from .jimple
will make Soot load only the required types.
Create the `HelloWorld' SootClass, and set its super class as ``java.lang.Object''.
sClass = new SootClass("HelloWorld", Modifier.PUBLIC);
This code creates a SootClass
object for a public class named HelloWorld
.
sClass.setSuperclass(Scene.v().getSootClass("java.lang.Object"));
This sets the superclass of the newly-created class to the SootClass
object for java.lang.Object
. Note the use of the utility method getSootClass
on the Scene
.
Scene.v().addClass(sClass);
This adds the newly-created HelloWorld
class to the Scene
. All classes should belong to the Scene
once they are created.
Create a main()
method for HelloWorld with an empty body.
Now that we have a SootClass
, we need to add methods to it.
method = new SootMethod("main",
Arrays.asList(new Type[] {ArrayType.v(RefType.v("java.lang.String"), 1)}),
VoidType.v(), Modifier.PUBLIC | Modifier.STATIC);
We create a new public static
method, main
, declare that it takes an array of java.lang.String
objects, and that it returns void
.
The constructor for SootMethod takes a list, so we call the Java utility method Arrays.asList
to create a list from the one-element array which we generate on the fly with new Type[] ... . In the list, we put an array type, corresponding to a one-dimensional ArrayType of java.lang.String
objects. The call to RefType
fetches the type corresponding to the java.lang.String
class.
Types
Each SootClass
represents a Java object. We can instantiate the class, giving an object with a given type. The two notions - type and class - are closely related, but distinct. To get the type for the java.lang.String
class, by name, we call RefType.v("java.lang.String")
. Given a SootClass object sc
, we could also call sc.getType()
to get the corresponding type.
sClass.addMethod(method);
This code adds the method to its containing class.
A method is useless if it doesn't contain any code. We proceed to add some code to the main
method. In order to do so, we must pick an intermediate representation for the code.
In Soot, we attach a Body
to a SootMethod to associate some code with the method. Each Body
knows which SootMethod
it corresponds to, but a SootMethod
only has one active Body
at once (accessible via SootMethod.getActiveBody()
). Different types of Body
's are provided by the various intermediate representations; Soot has JimpleBody
,ShimpleBody
, BafBody
and GrimpBody
.
More precisely, a Body
has three important features: chains of Local
s, Trap
s and Unit
s. A Chain
is a list-like structure that provides O(1)
access to insert and delete elements. Locals
are the local variables in the body; Trap
s say which units catch which exceptions; and Unit
s are the statements themselves.
Note that Unit
is the term which denotes both statements (as in Jimple) and instructions (as in Baf).
Create a Jimple Body for main
class, adding locals and instructions to body.
JimpleBody body = Jimple.v().newBody(method);
method.setActiveBody(body);
We call the Jimple singleton object to get a new JimpleBody
associated with our method, and make it the active body for our method.
arg = Jimple.v().newLocal("l0", ArrayType.v(RefType.v("java.lang.String"), 1));
body.getLocals().add(arg);
We create a few new Jimple Local
s and add them to our Body
.
units.add(Jimple.v().newIdentityStmt(arg,
Jimple.v().newParameterRef(ArrayType.v
(RefType.v("java.lang.String"), 1), 0)));
The SootMethod
declares that it has parameters, but these are not bound to the Local
s of the Body
. The IdentityStmt
does this; it assigns into arg the value of the first parameter, which has type array of strings.
// insert "tmpRef.println("Hello world!")"
{
SootMethod toCall = Scene.v().getMethod
("<java.io.PrintStream: void println(java.lang.String)>");
units.add(Jimple.v().newInvokeStmt
(Jimple.v().newVirtualInvokeExpr
(tmpRef, toCall.makeRef(), StringConstant.v("Hello world!"))));
}
We get the method with signature <java.io.PrintStream: void println(java.lang.String)>
(it is named println
, belongs to PrintStream
, returns void
and takes a String
as its argument - this is enough to uniquely identify the method), and invoke it with the StringConstant "Hello world!".
The preferred way to write the program as a .class
file is using ASM backend.
int java_version = Options.v().java_version();
String fileName = SourceLocator.v().getFileNameFor(sClass, Options.output_format_class);
OutputStream streamOut = new FileOutputStream(fileName);
BafASMBackend backend = new BafASMBackend(sClass, java_version);
backend.generateClassFile(streamOut);
streamOut.close();
It is also possible to use the outdated Jasmin backend.
We first construct the output stream that will take Jasmin source and output a .class
file. We can either specify the filename manually, or we can let Soot determine the correct filename. We do the latter, here.
String fileName = SourceLocator.v().getFileNameFor(sClass, Options.output_format_class);
OutputStream streamOut = new JasminOutputStream(new FileOutputStream(fileName));
PrintWriter writerOut = new PrintWriter(new OutputStreamWriter(streamOut));
JasminClass jasminClass = new soot.jimple.JasminClass(sClass);
jasminClass.print(writerOut);
writerOut.flush();
streamOut.close();
If we wished to output jimple source instead of a .class
file, we would use the following code:
String fileName = SourceLocator.v().getFileNameFor(sClass, Options.output_format_jimple);
OutputStream streamOut = new FileOutputStream(fileName);
PrintWriter writerOut = new PrintWriter(new OutputStreamWriter(streamOut));
Printer.v().printTo(sClass, writerOut);
writerOut.flush();
streamOut.close();
We have omitted the JasminOutputStream
, and are calling the printTo
method on Printer
.
The Jimple created for the HelloWorld class is:
public class HelloWorld extends java.lang.Object
{
public static void main(java.lang.String[])
{
java.lang.String[] r0;
java.io.PrintStream r1;
r0 := @parameter0: java.lang.String[];
r1 = <java.lang.System: java.io.PrintStream out>;
virtualinvoke r1.<java.io.PrintStream: void println(java.lang.String)>("Hello world!");
return;
}
}
A file with the whole working file of this tutorial can be found here
Also check out Soot's webpage.
NOTE: If you find any bugs in those tutorials (or other parts of Soot) please help us out by reporting them in our issue tracker.
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