How exactly do DLL files work? There seems to be an awful lot of them, but I don't know what they are or how they work.
So, what's the deal with them?
What is a DLL?
Dynamic Link Libraries (DLL)s are like EXEs but they are not directly executable. They are similar to .so files in Linux/Unix. That is to say, DLLs are MS's implementation of shared libraries.
DLLs are so much like an EXE that the file format itself is the same. Both EXE and DLLs are based on the Portable Executable (PE) file format. DLLs can also contain COM components and .NET libraries.
What does a DLL contain?
A DLL contains functions, classes, variables, UIs and resources (such as icons, images, files, ...) that an EXE, or other DLL uses.
Types of libraries:
On virtually all operating systems, there are 2 types of libraries. Static libraries and dynamic libraries. In windows the file extensions are as follows: Static libraries (.lib) and dynamic libraries (.dll). The main difference is that static libraries are linked to the executable at compile time; whereas dynamic linked libraries are not linked until run-time.
More on static and dynamic libraries:
You don't normally see static libraries though on your computer, because a static library is embedded directly inside of a module (EXE or DLL). A dynamic library is a stand-alone file.
A DLL can be changed at any time and is only loaded at runtime when an EXE explicitly loads the DLL. A static library cannot be changed once it is compiled within the EXE.
A DLL can be updated individually without updating the EXE itself.
Loading a DLL:
A program loads a DLL at startup, via the Win32 API LoadLibrary, or when it is a dependency of another DLL. A program uses the GetProcAddress to load a function or LoadResource to load a resource.
Further reading:
Please check MSDN or Wikipedia for further reading. Also the sources of this answer.
What is a DLL?
DLL files are binary files that can contain executable code and resources like images, etc. Unlike applications, these cannot be directly executed, but an application will load them as and when they are required (or all at once during startup).
Are they important?
Most applications will load the DLL files they require at startup. If any of these are not found the system will not be able to start the process at all.
DLL files might require other DLL files
In the same way that an application requires a DLL file, a DLL file might be dependent on other DLL files itself. If one of these DLL files in the chain of dependency is not found, the application will not load. This is debugged easily using any dependency walker tools, like Dependency Walker.
There are so many of them in the system folders
Most of the system functionality is exposed to a user program in the form of DLL files as they are a standard form of sharing code / resources. Each functionality is kept separately in different DLL files so that only the required DLL files will be loaded and thus reduce the memory constraints on the system.
Installed applications also use DLL files
DLL files also becomes a form of separating functionalities physically as explained above. Good applications also try to not load the DLL files until they are absolutely required, which reduces the memory requirements. This too causes applications to ship with a lot of DLL files.
DLL Hell
However, at times system upgrades often breaks other programs when there is a version mismatch between the shared DLL files and the program that requires them. System checkpoints and DLL cache, etc. have been the initiatives from M$ to solve this problem. The .NET platform might not face this issue at all.
How do we know what's inside a DLL file?
You have to use an external tool like DUMPBIN or Dependency Walker which will not only show what publicly visible functions (known as exports) are contained inside the DLL files and also what other DLL files it requires and which exports from those DLL files this DLL file is dependent upon.
How do we create / use them?
Refer the programming documentation from your vendor. For C++, refer to LoadLibrary in MSDN.
Let’s say you are making an executable that uses some functions found in a library.
If the library you are using is static, the linker will copy the object code for these functions directly from the library and insert them into the executable.
Now if this executable is run it has every thing it needs, so the executable loader just loads it into memory and runs it.
If the library is dynamic the linker will not insert object code but rather it will insert a stub which basically says this function is located in this DLL at this location.
Now if this executable is run, bits of the executable are missing (i.e the stubs) so the loader goes through the executable fixing up the missing stubs. Only after all the stubs have been resolved will the executable be allowed to run.
To see this in action delete or rename the DLL and watch how the loader will report a missing DLL error when you try to run the executable.
Hence the name Dynamic Link Library, parts of the linking process is being done dynamically at run time by the executable loader.
One a final note, if you don't link to the DLL then no stubs will be inserted by the linker, but Windows still provides the GetProcAddress API that allows you to load an execute the DLL function entry point long after the executable has started.
DLLs (dynamic link libraries) and SLs (shared libraries, equivalent under UNIX) are just libraries of executable code which can be dynamically linked into an executable at load time.
Static libraries are inserted into an executable at compile time and are fixed from that point. They increase the size of the executable and cannot be shared.
Dynamic libraries have the following advantages:
1/ They are loaded at run time rather than compile time so they can be updated independently of the executable (all those fancy windows and dialog boxes you see in Windows come from DLLs so the look-and-feel of your application can change without you having to rewrite it).
2/ Because they're independent, the code can be shared across multiple executables - this saves memory since, if you're running 100 apps with a single DLL, there may only be one copy of the DLL in memory.
Their main disadvantage is advantage #1 - having DLLs change independent your application may cause your application to stop working or start behaving in a bizarre manner. DLL versioning tend not to be managed very well under Windows and this leads to the quaintly-named "DLL Hell".
DLL files contain an Export Table which is a list of symbols which can be looked up by the calling program. The symbols are typically functions with the C calling convention (__stcall). The export table also contains the address of the function.
With this information, the calling program can then call the functions within the DLL even though it did not have access to the DLL at compile time.
Introducing Dynamic Link Libraries has some more information.
http://support.microsoft.com/kb/815065
A DLL is a library that contains code
and data that can be used by more than
one program at the same time. For
example, in Windows operating systems,
the Comdlg32 DLL performs common
dialog box related functions.
Therefore, each program can use the
functionality that is contained in
this DLL to implement an Open dialog
box. This helps promote code reuse and
efficient memory usage.
By using a DLL, a program can be
modularized into separate components.
For example, an accounting program may
be sold by module. Each module can be
loaded into the main program at run
time if that module is installed.
Because the modules are separate, the
load time of the program is faster,
and a module is only loaded when that
functionality is requested.
Additionally, updates are easier to
apply to each module without affecting
other parts of the program. For
example, you may have a payroll
program, and the tax rates change each
year. When these changes are isolated
to a DLL, you can apply an update
without needing to build or install
the whole program again.
http://en.wikipedia.org/wiki/Dynamic-link_library
DLL is a File Extension & Known As “dynamic link library” file format used for holding multiple codes and procedures for Windows programs. Software & Games runs on the bases of DLL Files; DLL files was created so that multiple applications could use their information at the same time.
IF you want to get more information about DLL Files or facing any error read the following post.
https://www.bouncegeek.com/fix-dll-errors-windows-586985/
DLLs (Dynamic Link Libraries) contain resources used by one or more applications or services. They can contain classes, icons, strings, objects, interfaces, and pretty much anything a developer would need to store except a UI.
According to Microsoft
(DLL) Dynamic link libraries are files that contain data, code, or resources needed for the running of applications. These are files that are created by the windows ecosystem and can be shared between two or more applications.
When a program or software runs on Windows, much of how the application works depends on the DLL files of the program. For instance, if a particular application had several modules, then how each module interacts with each other is determined by the Windows DLL files.
If you want detailed explanation, check these useful resources
What are dll files , About Dll files
I'm building a shared library. I need only one function in it to be public.
The shared library is built from a few object files and several static libraries. The linker complains that everything should be build with -fPIC. All the object files and most static libraries were built without this option.
This makes me ask a number of questions:
Do I have to rebuild every object file and every static library I need for this dynamic lib with -fPIC? Is it the only way?
The linker must be able to relocate object files statically, during linking. Correct? Otherwise if object files used hardcoded constant addresses they could overlap with each other. Shouldn't this mean that the linker has all the information necessary to create the global offset table for each object file and everything else needed to create a shared library?
Should I always use -fPIC for everything in the future as a default option, just in case something may be needed by a dynamic library some day?
I'm working on Linux on x86_64 currently, but I'm interested in answers about any platform.
You did not say which platform you use but on Linux it's a requirement to compile object files that go into your library as position independent code (PIC). This includes static libraries at least in practice.
Yes. See load time relocation of shared libraries and position independent code pic in shared libraries.
I only use -fPIC when compiling object files that go into libraries to avoid unecessary overhead.
We are building an embedded application (ARM Cortex M4) with some third party library (**.a files). Would symbols from that library shows up in map file?
As I understand it map file list all symbols including variable and function names but in my map file, I do not find certain symbol from a linked library listed.
A library is a collection of object files in a single file package. The linker extracts and links only those object files necessary to resolve references from other object files, anything else will be omitted.
So your map file will only show the symbols actually included by the linker, not the entire library.
Your compiler may support a "used" directive for force other wise usreferenced code to be included in the link.
It seems we are free to use Windows API simply by including header files needed. However, i couldn't make myself understand how this is possible given that header files do not have function definitions but declarations, which is supposed to be considered as an error in that it lacks implementation details. In what way does a compiler locate an implementation detail and map it into memory?
The Windows API is implemented in DLLs that are installed when you install Windows. Those DLLs are in the System directory and have names like User32.dll, Kernel32.dll, etc.
As you correctly noted, the Windows API header files supplied with your compiler contain only the declarations. When your C program calls one of those functions (or any other function that's identified in a header file but not actually compiled with your project), the compiler places a record in the generated object file that says, in effect, "I need to call a function called GetWindowRect (or whatever the name of the function you called)."
The linker is what actually resolves the names. If you look at your linker options, you'll see that it's linking some libraries like User32.lib, Kernel32.lib, etc. Those libraries contain compiled functions that are little more than stubs--code that causes the corresponding DLL to be loaded, and then calls the function in the DLL.
It's a little bit more involved than that, but that's the general idea. In summary:
You include the Windows API header files.
Your code makes a call to one or more Windows API functions that are declared in those header files.
The compiler makes a note for the linker to resolve those API function calls.
The linker resolves the calls by finding the stub functions in the libraries that you specify on the linker command line.
At runtime, a call to one of those functions causes the corresponding DLL to be loaded, and then control is branched to the function in the DLL.
It works the same as any other library, for example C stdlib - your program only needs to 'know' the prototypes of functions (and thus the underlying symbol names). After compilation comes linking - that's when the symbols (function definitions) that are missing get 'linked' with a correct library.
Suppose I have some code written in C with some data structures defined and some functions to work with those structures and all that is in a directory called src1. Suppose now I want to distribute this code.
If I want to use the external code in src1 in a project what should I do? Should I compile the code in src1 to an .a archive and then include that archive in the other projects I want to use?
Basically what I need to know is the correct conventions to use external code in a project.
Thanks in advance.
To distribute the code in the form of libraries you need follow the below steps:
List down the set of structure, functions, macros etc which you want to expose to other projects.
Group the set of data listed in Point-1 into a set of header files. Rest of your internal stuff can be in other header files.
Compile your code into a static(It will .a for linux based systems or .lib for windows) or dynamic library (It will be a .so/.sl for linux based systems or .dll for windows)
Provide your library and the set of exposed header files (as decided in point-2 above) to the other projects.
Link for creating static or shared libraries using gcc is here
Link for creating static or dynamic libraries in Windows using MSVC is here
Yes, you can use a static library, which is an .a file in Linux, and typically a .lib in Windows. This also requires that you share the header of course, so the code that uses the library can have the proper data structure definitions.
You can use any format (.a or .so) to distribute your library. The first one is static ally Inked and the second one is dynamically linked. To know more see this answer Difference between static and shared libraries?
Which ever you use you always link it in the same way.
gcc -L/path/to/lib -lsrc1 source.c -o source.o
Here, /path/to/lib can contain any of your previously compiled libsrc1.so or libsrc1.a