Loaders and Linkers
Chapter 3
System Software
An introduction to systems programming
Leland L. Beck
1
Introduction
To execute an object program, we needs
» Relocation,
Relocation which
hi h modifies
difi ththe object
bj t program so th
thatt it can b
be
loaded at an address different from the location originally specified
» Linking, which combines two or more separate object programs
and supplies the information needed to allow references between
them (Section 2.2.2)
» Loading
g and Allocation,, which allocates memoryy location and
brings the object program into memory for execution (Section 2.3.5)
2
Overview of Chapter 3
Type of loaders
» assemble-and-go
assemble and go loader
» absolute loader (bootstrap loader)
» relocating loader (relative loader)
» direct linking loader
Design
g options
» linkage editors
» dynamic linking
» bootstrap loaders
3
Assemble-and-go Loader
Characteristic
» the object code is stored in memory after assembly
» single JUMP instruction
Advantage
» simple, developing environment
Disadvantage
» whenever the assembly program is to be executed, it has to
be assembled again
» programs have to be coded in the same language
4
Design of an Absolute Loader
Absolute Loader
» Advantage
– Simple and efficient
» Disadvantage
g
– the need for programmer to specify the actual address
– difficult to use subroutine libraries
P
Program L
Logic
i
» Next slice
5
Fig. 3.2 Algorithm for an absolute loader
Begin
read Header record
verify program name and length
read first Text record
while record type is not ‘E’ ‘ do
begin
{{if objec
object code iss in character
c a ac e form,
o , co
convert
e into
o internal
e a
representation}
move object code to specified location in memory
read next object program record
end
jump to address specified in End record
end
6
Object Code Representation
Figure 3.1 (a)
» each byte of assembled code is given using its hexadecimal
representation in character form
» easy to read by human beings
In general
» each byte of object code is stored as a single byte
» most machine store object programs in a binary form
» we must be sure that our file and device conventions do not
cause some of the program bytes to be interpreted as
control characters
7
A Simple Bootstrap Loader
Bootstrap Loader
» When a computer is first tuned on or restarted,
restarted a special
type of absolute loader, called bootstrap loader is executed
» This bootstrap loads the first program to be run by the
computer -- usually an operating system
Example (SIC bootstrap loader)
» The bootstrap itself begins at address 0
» It loads the OS starting address 0x80
» No header record or control information
information, the object code is
consecutive bytes of memory
8
Fig. 3.3 SIC Bootstrap Loader Logic
Begin
X=0x80 (the address of the next memory location to be loaded
Loop
AGETC (and convert it from the ASCII character code to the value
of the hexadecimal digit)
save the value in the high-order
high order 4 bits of S
AGETC
combine the value to form one byte A (A+S)
store the value (in A) to the address in register X
XX+1 GETC Aread one character
End if A=0x04 then jump to 0x80
if A<48
A 48 then
h G GETC C
0~9 : 48
A~F : 65 A A-48 (0x30)
if A<10 then return
A A-7 (48+7=55)
return
9
Relocating Loaders
Motivation
» efficient sharing of the machine with larger memory and
when several independent programs are to be run together
» support the use of subroutine libraries efficiently
Two methods for specifying relocation
» modification record (Fig. 3.4, 3.5)
» relocation bit (Fig. 3.6, 3.7)
– each instruction is associated with one relocation bit
– these relocation bits in a Text record is gathered into bit masks
10
Modification Record
For complex machines
Also called RLD specification
» Relocation and Linkage Directory
Modification record
col 1: M
col 2-7: relocation address
col 8-9: length (halfbyte)
col 10: flag (+/-)
(+/ )
col 11-17: segment name
11
Relocation Bit
For simple machines
Relocation bit
Text record
» 0: no modification is necessary col 1: T
» 1: modification is needed col 2-7: starting address
col 8-9: length (byte)
col 10
10-12:
12: relocation bits
col 13-72: object code
Twelve-bit mask is used in each Text record
» since each text record contains less than 12 words
» unused words are set to 0
» any value that is to be modified during relocation must
coincide with one of these 3-byte segments
– e.g.
e g line 210
12
Program Linking
Goal
» Resolve the problems with EXTREF and EXTDEF from different
control sections
Linking
» 1. User, 2. Assembler, 3. Linking loader
Example
» Program
P in
i Fi
Fig. 3
3.8
8 and
d object
bj t code
d iin Fi
Fig. 3
3.9
9
» Use modification records for both relocation and linking
– address constant
– external reference
13
Program Linking Example
Program A Program B Program C
Label p
Expression LISTA,, ENDA LISTB,, ENDB LISTC,, ENDC
REF1 LISTA local, R, PC external external
REF2 LISTB+4 external local, R, PC external
REF3 ENDA-LISTA
ENDA LISTA l l A
local, external
t l external
t l
REF4 ENDA-LISTA+LISTC local, A external local, R
REF5 ENDC-LISTC-10 external external local, A
REF6 ENDC-LISTC+LISTA-1 local, R external local, A
REF7 ENDA-LISTA-(ENDB-LISTB) local, A local, A external
REF8 LISTB-LISTA local, R local, R external
14
Program Linking Example
Fig. 3.10
Load address for control sections
» PROGA 004000 63
» PROGB 004063 7F
» PROGC 0040E2 51
Load address for symbols
» LISTA: PROGA+0040=4040
» LISTB: PROGB+0060=40C3
» LISTC: PROGC+0030=4112
REF4 in PROGA
» ENDA-LISTA+LISTC=14+4112=4126
» T0000540F000014FFFFF600003F000014FFFFC0
» M00005406+LISTC
15
Program Logic and Data Structure
Two Passes Logic
» Pass 1: assign addresses to all external symbols
» Pass 2: perform the actual loading, relocation, and linking
ESTAB (external symbol table)
Control section Symbol Address Length
Progam A 4000 63
LISTA 4040
ENDA 4054
g
Program B 4063 7F
LISTB 40C3
ENDB 40D3
P
Program C 40E2 51
LISTC 4112
ENDC 4124 16
Pass 1 Program Logic
Pass 1:
» assign addresses to all external symbols
Variables
» PROGADDR (program load address) from OS
» CSADDR (control section address)
» CSLTH ((control section length)
g )
» ESTAB
Fig. 3.11(a)
» Process Define Record
17
Pass 2 Program Logic
Pass 2:
» perform the actual loading, relocation, and linking
Modification record
» lookup the symbol in ESTAB
End record for a main program
» transfer
t f address
dd
Fig. 3.11(b)
» Process Text record and Modification record
18
Improve Efficiency
Use local searching instead of multiple searches of
ESTAB for the same symbol
» assign a reference number to each external symbol
» the reference number is used in Modification records
Implementation
» 01: control section name
» other: external reference symbols
Example
» Fig. 3.12
19
Figure 3.12
Ref No. Symbol Address
1 PROGA 4000
2 LISTB 40C3
3 ENDB 40D3
4 LISTC 4112
5 ENDC 4124
PROGA
Ref No. Symbol Address Ref No. Symbol Address
1 PROGB 4063 1 PROGC 4063
2 LISTA 4040 2 LISTA 4040
3 ENDA 4054 3 ENDA 4054
4 LISTC 4112 4 LISTB 40C3
5 ENDC 4124 5 ENDB 40D3
PROGB PROGC
20
Machine-Independent Loader
Features
Automatic Library Search
» Many linking loaders can automatically incorporate routines
from a subprogram library into the program being loaded
– A standard library
– Other libraries may be specified by control statements or by
parameters to the loader
» Also called automatic library call in some systems
21
Automatic Library Search
Implementation
» Linking loaders that support automatic library search must
keep track of external symbols that are referred to , but not
defined, in the primary input to the loader
» At the end of Pass 1, the symbols in ESTAB that remain
undefined represented unresolved external references
» Then,
Then the loader searches the library or libraries specified for
routines that contain the definitions of these symbols
» Note that the subroutines fetched from a library in this way
may themselves
th l contain
t i external
t l references.
f
– It is therefore necessary to repeat the library search process
until all reference are resolved.
22
Automatic Library Search
Implementation
» The process allows the programmer to override the standard
subroutines in the library by supplying his or her own routines
The libraries to be searched by the loader ordinarily contain
assembled or compiled versions of the subroutines (i (i.e.,
e object
programs)
» For efficient searching
– Directory
» Some operating systems can keep the directory for commonly used
libraries permanently in memory
The same technique applies equally well to the resolution of
external references to data items
23
Loader Options
Many loaders allow the user to specify options that
modify the standard processing
Many loaders have a special command language
» A separate input file to loader
» Embedded in the primary input stream
» In source program
g
24
Loader Options
Examples of command language
1. INCLUDE program-name(library-name)
Directt th
Di the lloader
d tto read
d th
the ddesignated
i t d object
bj t program ffrom a
library and treat it as if it were part of the primary loader input
2. DELETE csdect-name
Instruct the loader to delete the named control section(s) from the
set of programs being loaded
3 CHANGE name1
3. name1, name2
Cause the external symbol name1 to be changed to name2
wherever it appears in the object programs
INCLUDE READ(UTLIB)
INCLUDE WRITE(UTLIB)
DELETE RDREC,, WRREC
CHANGE RDREC, READ
CHANGE WRREC, WRITE
25
Loader Options
Examples of command language
4. LIBRARY MYLIB
Automatic
A t ti inclusion
i l i off library
lib routines
ti tto satisfy
ti f external
t l
references
Searched before the standard libraries
5. NOCALL STDDEV, PLOT, CORREL
To instruct the loader that these external references are to remain
unsolved
6. Others
Output from the load, e.g., the map which includes control section
names and d adddresses
ddd
The ability to specify the location at which execution is to begin
Control whether or not the loader should attempt to execute the
program if errors are detected during the load
26
Loader Design Options
Linkage Editor
» Perform linking prior to load time
Dynamic linking
» Linking function is performed at execution time
Bootstrap loader
» Be used to run stand-alone programs independent of the
operating system or the system loader
27
Linkage Editors
The essential difference between a linkage editor and a linking
loader
28
Linkage Editors
A linking loaders performs
» All linking and relocation operations
» Automatic library search
» Loads the linked program directly into memory for execution
A linkage editor
» Produces a linked version of program (often called a load
module or an executable image)
image), which is written to a file or
library for later execution
» A simple relocating loader can be used to load the linked
version of program into memory
– The loading can be accomplished in one pass with no external
symbol table required
29
Linkage Editors
A linkage editor
» Resolution of external references and library searching are
only performed once
» In the linked version of programs
– All external references are resolved, and relocation is indicated
by some mechanism such as modification records or a bit mask
» External references is often retained in the linked program
– To allow subsequent relinking of the program to replace control
sections, modify external references, etc.
30
Linkage Editors
Linkage editors can perform many useful functions
besides simply preparing an object program for
execution
1. The linkage editor can be used to replace the subroutines in
the linked version
INCLUDE PLANNER(PROGLIB)
DELETE PROJECT
INCLUDE PROJECT(NEWLIB)
REPLACE PLANNER(PROGLIB)
31
Linkage Editors
2. Linkage editors can also be used to build packages of
subroutines or other control sections that are generally used
together
It could be used to combine the appropriate subroutines into a
package with a command sequence
INCLUDE READR(FTNLIB)
INCLUDE
NC U E WRITER(FTNLIB)
W E (F N B)
INCLUDE BLOCK(FTNLIB)
INCLUDE DEBLOCK(FTNLIB)
INCLUDE ENCODE(FTNLIB)
INCLUDE DECODE(FTNLIB)
.
.
.
SAVE FTNIO(SUBLIB)
32
Linkage Editors
3. Linkage editors often allow the user to specify that external
references are not to be resolved by automatic library
search
Only the external references between user-written routines would
be resolved
33
Dynamic Linking
Postpone the linking function until execution time
» A subroutine is loaded and linked to the rest of the program
when it is first called
– Dynamic linking, dynamic loading, or load on call
Allow severall executing
All ti programs tto share
h one copy
of a subroutine or library
In object-oriented
object oriented system
system, it allows the
implementation of the object and its methods to be
determined at the time the program is run
Dynamic linking provides the ability to load the
routines only when they are needed
34
Dynamically loaded must be
called via an operating system
q
service request
Load-and-call service
a) OS examines its inernal tables to
determine whether or not the
routine is already loaded
b) Routine is loaded from library
c) Control is passed from OS to the
called subroutine
d) Subroutine is finished
e) Calling to a subroutine which is
already in memory
Binding of the name to an actuall
address is delayed from load time
until execution time
35
Bootstrap Loaders
Given an idle computer with no program in memory,
how do we get things started?
» With the machine empty and idle, there is no need for
program relocation
– Some early computers required the operator to enter into
memory the object code for an absolute loader, using switches
on the computer
p console
– One some computer, an absolute loader program is
permanently resident in a ROM
– A built
built-in
in hardware function that reads a fixed-length
fixed length record
form some device into memory at a fixed location
36