How does C++ linking work in practice? What I am looking for is a detailed explanation about how the linking happens, and not what commands do the linking.
There's already a similar question about compilation which doesn't go into too much detail: How does the compilation/linking process work?
The job of the linker is to link together a bunch of object files ( .o files) into a binary executable. The process of linking mainly involves resolving symbolic addresses to numerical addresses. The result of the link process is normally an executable program.
Linking is the process of collecting and combining various pieces of code and data into a single file that can be loaded (copied) into memory and executed.
Linking is performed at both compile time, when the source code is translated into machine code and load time, when the program is loaded into memory by the loader. Linking is performed at the last step in compiling a program.
The linking step is necessary to resolve all the references to external functions and to include the machine code for those functions in the final executable. Why is "linking" a "separate step"? You need at least two "separate steps" to get the assembler output, and two separate steps after that to get an executable.
This must be done by the linker because the compiler only sees one input file at a time, but we must know about all object files at once to decide how to: global structure of an ELF file. I have made a tutorial for that Linking has nothing to do with C or C++ specifically: compilers just generate the object files.
This C tutorial explains compiling and linking in the C language. C programs are written in human readable source code that is not directly executable by a computer. It takes a three step process to transform the source code into executable code. These three steps are: Preprocessing, compiling and linking.
You might ask why there are separate compilation and linking steps. First, it's probably easier to implement things that way. The compiler does its thing, and the linker does its thing -- by keeping the functions separate, the complexity of the program is reduced.
Linking errors usually have to do with missing or multiple definitions. If you get an error that a function or variable is defined multiple times from the linker, that's a good indication that the error is that two of your source code files have the same function or variable.
EDIT: I have moved this answer to the duplicate: https://stackoverflow.com/a/33690144/895245
This answer focuses on address relocation, which is one of the crucial functions of linking.
A minimal example will be used to clarify the concept.
Summary: relocation edits the .text
section of object files to translate:
This must be done by the linker because the compiler only sees one input file at a time, but we must know about all object files at once to decide how to:
.text
and .data
sections of multiple object filesPrerequisites: minimal understanding of:
Linking has nothing to do with C or C++ specifically: compilers just generate the object files. The linker then takes them as input without ever knowing what language compiled them. It might as well be Fortran.
So to reduce the crust, let's study a NASM x86-64 ELF Linux hello world:
section .data hello_world db "Hello world!", 10 section .text global _start _start: ; sys_write mov rax, 1 mov rdi, 1 mov rsi, hello_world mov rdx, 13 syscall ; sys_exit mov rax, 60 mov rdi, 0 syscall
compiled and assembled with:
nasm -felf64 hello_world.asm # creates hello_world.o ld -o hello_world.out hello_world.o # static ELF executable with no libraries
with NASM 2.10.09.
First we decompile the .text
section of the object file:
objdump -d hello_world.o
which gives:
0000000000000000 <_start>: 0: b8 01 00 00 00 mov $0x1,%eax 5: bf 01 00 00 00 mov $0x1,%edi a: 48 be 00 00 00 00 00 movabs $0x0,%rsi 11: 00 00 00 14: ba 0d 00 00 00 mov $0xd,%edx 19: 0f 05 syscall 1b: b8 3c 00 00 00 mov $0x3c,%eax 20: bf 00 00 00 00 mov $0x0,%edi 25: 0f 05 syscall
the crucial lines are:
a: 48 be 00 00 00 00 00 movabs $0x0,%rsi 11: 00 00 00
which should move the address of the hello world string into the rsi
register, which is passed to the write system call.
But wait! How can the compiler possibly know where "Hello world!"
will end up in memory when the program is loaded?
Well, it can't, specially after we link a bunch of .o
files together with multiple .data
sections.
Only the linker can do that since only he will have all those object files.
So the compiler just:
0x0
on the compiled outputThis "extra information" is contained in the .rela.text
section of the object file
.rela.text
stands for "relocation of the .text section".
The word relocation is used because the linker will have to relocate the address from the object into the executable.
We can disassemble the .rela.text
section with:
readelf -r hello_world.o
which contains;
Relocation section '.rela.text' at offset 0x340 contains 1 entries: Offset Info Type Sym. Value Sym. Name + Addend 00000000000c 000200000001 R_X86_64_64 0000000000000000 .data + 0
The format of this section is fixed documented at: http://www.sco.com/developers/gabi/2003-12-17/ch4.reloc.html
Each entry tells the linker about one address which needs to be relocated, here we have only one for the string.
Simplifying a bit, for this particular line we have the following information:
Offset = C
: what is the first byte of the .text
that this entry changes.
If we look back at the decompiled text, it is exactly inside the critical movabs $0x0,%rsi
, and those that know x86-64 instruction encoding will notice that this encodes the 64-bit address part of the instruction.
Name = .data
: the address points to the .data
section
Type = R_X86_64_64
, which specifies what exactly what calculation has to be done to translate the address.
This field is actually processor dependent, and thus documented on the AMD64 System V ABI extension section 4.4 "Relocation".
That document says that R_X86_64_64
does:
Field = word64
: 8 bytes, thus the 00 00 00 00 00 00 00 00
at address 0xC
Calculation = S + A
S
is value at the address being relocated, thus 00 00 00 00 00 00 00 00
A
is the addend which is 0
here. This is a field of the relocation entry.So S + A == 0
and we will get relocated to the very first address of the .data
section.
Now lets look at the text area of the executable ld
generated for us:
objdump -d hello_world.out
gives:
00000000004000b0 <_start>: 4000b0: b8 01 00 00 00 mov $0x1,%eax 4000b5: bf 01 00 00 00 mov $0x1,%edi 4000ba: 48 be d8 00 60 00 00 movabs $0x6000d8,%rsi 4000c1: 00 00 00 4000c4: ba 0d 00 00 00 mov $0xd,%edx 4000c9: 0f 05 syscall 4000cb: b8 3c 00 00 00 mov $0x3c,%eax 4000d0: bf 00 00 00 00 mov $0x0,%edi 4000d5: 0f 05 syscall
So the only thing that changed from the object file are the critical lines:
4000ba: 48 be d8 00 60 00 00 movabs $0x6000d8,%rsi 4000c1: 00 00 00
which now point to the address 0x6000d8
(d8 00 60 00 00 00 00 00
in little-endian) instead of 0x0
.
Is this the right location for the hello_world
string?
To decide we have to check the program headers, which tell Linux where to load each section.
We disassemble them with:
readelf -l hello_world.out
which gives:
Program Headers: Type Offset VirtAddr PhysAddr FileSiz MemSiz Flags Align LOAD 0x0000000000000000 0x0000000000400000 0x0000000000400000 0x00000000000000d7 0x00000000000000d7 R E 200000 LOAD 0x00000000000000d8 0x00000000006000d8 0x00000000006000d8 0x000000000000000d 0x000000000000000d RW 200000 Section to Segment mapping: Segment Sections... 00 .text 01 .data
This tells us that the .data
section, which is the second one, starts at VirtAddr
= 0x06000d8
.
And the only thing on the data section is our hello world string.
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