Why call static linker instead of preprocessor? - linker

Suppose we have a static library and we want to use it for our main.c file, now the question is
Why we must call the linker (ld) ? since all we do is copy - pasting the code from our static lib in our main.c file ?
Couldn't the preprocessor deal with that ?

It could do it, in exactly the same way you could use a fish to fell a tree. It's not really the job it was designed to do.
The preprocessor phase is meant to morph the source code before being given to the compilation phase. Though some may complain about how deficient it seems, it does actually do this job reasonably well.
The linker, on the other hand, does not understand source code at all. It's primary purpose is to tie together object files (which may come from C, C++, nasm, gfortran, BCPL or even more bizarre compilers) to create an executable capable of running on the target system.

Related

Is it possible to see the macros of a compiled C program?

I am trying to learn C and I have this C file that I want view the macros of. Is there a tool to view the macros of the compiled C file.
No. That's literally impossible.
The preprocessor is a textual replacement that happens before the main compile pass. There is no difference between using a macro and putting the code the macro expands to in its place.*
*Ignoring the debugger output. But even then you can do it if you know the right #pragma to tell it the file and line number.
They're always defined in the header file(s) that you've imported with #include, or that those files in turn #include.
This may involve a lot of digging. It may involve going into files that make no sense to you because they're not written for casual inspection.
Any macros of any importance are usually documented. They may use other more complex implementation-specific macros that you shouldn't concern yourself with ordinarily, but if you're curious how they work the source is all there.
That being said, this is only relevant if you have the source and more specifically a complete build environment. Once compiled all these definitions, like the source itself, do not appear in the executable and cannot be inferred directly from the executable, especially not a release build.
Unlike Java or C#, C compiles directly to machine code so there's no way to easily reverse that back to the source. There are "decompilers" that try, but they can only really guess as to the original source. VM-based languages like Java and C# only lightly compile the code, sot here are a lot of hints as to how that code was generated and reversing it is an easier process.

How do I get a full assembly code from C file?

I'm currently trying to figure out the way to produce equivalent assembly code from corresponding C source file.
I've been using the C language for several years, but have little experience with assembly language.
I was able to output the assembly code using the -S option in gcc. However, the resulting assembly code contained call instructions which in turn make a jump to another function like _exp. This is not what I wanted, I needed a fully functional assembly code in a single file, with no dependency to other code.
Is it possible to achieve what I'm looking for?
To better describe the problem, I'm showing you my code here:
#include <math.h>
float sigmoid(float i){
return 1/(1+exp(-i));
}
The platform I am working on is Windows 10 64-bit, the compiler I'm using is cl.exe from MSbuild.
My initial objective was to see, at a lowest level possible, how computers calculate mathematical functions. The level where I decided to observe the calculation process is assembly code, and the mathematical function I've chosen was sigmoid defined as above.
_exp is the standard math library function double exp(double); apparently you're on a platform that prepends a leading underscore to C symbol names.
Given a .s that calls some library functions, build it the same way you would a .c file that calls library functions:
gcc foo.S -o foo -lm
You'll get a dynamic executable by default.
But if you really want all the code in one file with no external dependencies, you can link your .c into a static executable and disassemble that.
gcc -O3 -march=native foo.c -o foo -static -lm
objdump -drwC -Mintel foo > foo.s
There's no guarantee that the _exp implementation in libm.a (static library) is identical to the one you'd get in libm.so or libm.dll or whatever, because it's a different file. This is especially true for a function like memcpy where dynamic-linker tricks are often used to select an optimal version (for your CPU) at run-time.
It is not possible in general, there are exceptions sure, I could craft one so that means other folks can too, but it isnt an interesting program.
Normally your C program, your main() entry point is only a percentage of the code. There is a bootstrap that contains the actual entry point for the operating system to launch your program, this does some things that prepare your virtual memory space so that your program can run. Zeros .bss and other such things. that is often and or should be written in assembly language (otherwise you get a chicken and egg problem) but not an assembly language file you will see unless you go find the sources for the C library, you will often get an object as part of the toolchain along with other compiler libraries, etc.
Then if you make any C calls or create code that results in a compiler library call (perform a divide on a platform that doesnt support divide, perform floating point on a platform that doesnt have floating point, etc) that is another object that came from some other C or assembly that is part of the library or compiler sources and is not something you will see during the compile/assemble/link (the chain in toolchain) process.
So except for specifically crafted trivial programs or specifically crafted tools for this purpose (for specific likely baremetal platforms), you will not see your whole program turn into one big assembly source file before it gets assembled then linked.
If not baremetal then there is of course the operating system layer which you certainly would not get to see as part of your source code, ultimately the C library calls that need the system will have a place where they do that, all compiled to object/lib before you use them, and the assembly sources for the operating system side is part of some other source and build process somewhere else.

How to dynamically load often re-generated c code quickly?

I want to be able to generate C code dynamically and re-load it quickly into my running C program.
I am on Linux, how could this be done?
Can a library .so file on Linux be re-compiled and reloaded at runtime?
Could it be compiled without producing a .so file, could the compiled output somehow go to memory and then be reloaded ? I want to reload the compiled code quickly.
What you want to do is reasonable, and I am doing exactly that in MELT (a high level domain specific language to extend GCC; MELT is compiled to C, thru a translator itself written in MELT).
First, when generating C code (or many other source languages), a good advice is to keep some sort of abstract syntax tree (AST) in memory. So build first the entire AST of the generated C code, then emit it as C syntax. Don't think of your code generation framework without an explicit AST (in other words, generation of C code with a bunch of printf is a maintenance nightmare, you want to have some intermediate representation).
Second, the main reason to generate C code is to take advantage of a good optimizing compiler (another reason is the portability and ubiquity of C). If you don't care about performance of the generated code (and TCC compiles very quickly C into a very naive and slow machine code) you could use some other approaches, e.g. using some JIT libraries like Gnu lightning (very quick generation of slow machine code), Gnu Libjit or ASMJIT (generated machine code is a bit better), LLVM or GCCJIT (good machine code generated, but generation time comparable to a compiler).
So if you generate C code and want it to run quickly, the compilation time of the C code is not negligible (since you probably would fork a gcc -O -fPIC -shared command to make some shared object foo.so out of your generated foo.c). By experience, generating C code takes much less time than compiling it (with gcc -O). In MELT, the generation of C code is more than 10x faster than its compilation by GCC (and usually 30x faster). But the optimizations done by a C compiler are worth it.
Once you emitted your C code, forked its compilation into a .so shared object, you can dlopen it. Don't be shy, my manydl.c example demonstrates that on Linux you can dlopen a big lot of shared objects (many hundreds of thousands). The real bottleneck is the compilation of the generated C code. In practice, you don't really need to dlclose on Linux (unless you are coding a server program needing to run for months); an unused shared module can stay practically dlopen-ed and you mostly are leaking process address space (which is a cheap resource), since most of that unused .so would be swapped-out. dlopen is done quickly, what takes time is the compilation of a C source, because you really want the optimization to be done by the C compiler.
You coul use many other different approaches, e.g. have a bytecode interpreter and generate for that bytecode, use Common Lisp (e.g. SBCL on Linux which compiles dynamically to machine code), LuaJit, Java, MetaOcaml etc.
As others suggested, you don't care much about the time to write a C file, and it will stay in filesystem cache in practice (see also this). And writing it is much faster than compiling it, so staying in memory is not worth the trouble. Use some tmpfs if you are concerned by I/O times.
addenda
You asked
Can a library .so file on Linux be re-compiled and re- loaded at runtime?
Of course yes: you should fork a command to build the library from the generated C code (e.g. a gcc -O -fPIC -shared generated.c -o generated.so, but you could do it indirectly e.g. by running a make -j, especially if the generated.so is big enough to make it relevant to split the generated.c in several C generated files!) and then you dynamically load your library with dlopen (giving a full path like /some/file/path/to/generated.so, and probably the RTLD_NOW flag, to it) and you have to use dlsym to find relevant symbols inside. Don't think of re-loading (a second time) the same generated.so, better to emit a unique generated1.c (then generated2.c etc...) C file, then to compile it to a unique generated1.so (the second time to generated2.so, etc...) then to dlopen it (and this can be done many hundred thousands of times). You may want to have, in the emitted generated*.c files, some constructor functions which would be executed at dlopen time of the generated*.so
Your base application program should have defined a convention about the set of dlsym-ed names (usually functions) and how they are called. It should only directly call functions in your generated*.so thru dlsym-ed function pointers. In practice you would decide for example that each generated*.c defines a function void dynfoo(int) and int dynbar(int,int) and use dlsym with "dynfoo" and "dynbar" and call these thru function pointers (returned by dlsym). You should also define conventions of how and when these dynfoo and dynbar would be called. You'll better link your base application with -rdynamic so that your generated*.c files could call your application functions.
You don't want your generated*.so to re-define existing names. For instance, you don't want to redefine malloc in your generated*.c and expect all heap allocation functions to magically use your new variant (that probably won't work, and if even if it did, it would be dangerous).
You probably won't bother to dlclose a dynamically loaded shared object, except at application clean-up and exit time (but I don't bother at all to dlclose). If you do dlclose some dynamically loaded generated*.so file, be sure that nothing is used in it: no pointers, not even return addresses in call frames, are existing to it.
P.S. the MELT translator is currently 57KLOC of MELT code translated to nearly 1770KLOC of C code.
Your best bet's probably the TCC compiler, which allows you to do exactly this --- compile source code, add it to your program, run it, all without touching files.
For a more robust but non-C-based solution, you should probably check out the LLVM project, which does much the same thing but from the perspective of producing JITs. You don't get to go via C, instead using a kind of abstract portable machine code, but the generated code is loads faster and it's under more active development.
OTOH if you want to do it all manually by shelling out to gcc, compiling a .so and then loading it yourself, dlopen() and dlclose() will do what you want.
Are you sure C is the right answer here? There are various interpreted languages such as Lua, Bigloo Scheme, or perhaps even Python that embed very well into an existing C application. You can write the dynamic parts using the extension language, which will support reloading code at runtime.
The obvious disadvantage is performance - if you absolutely need the raw speed of compiled C then these may be a no-go.
If you want to reload a library dynamically, you can use dlopen function (see mans). It opens a library .so file and returns a void* pointer to it, then you can get a pointer to any function/variable of your library with dlsym.
To compile your libraries in-memory, well, the best thing I think you can do is creating memory filesystem as described here.

Writing a D (D2) binding for existing C libraries

I'd really like to get more into D, but the lack of good library support is really hindering me. Therefore I'd like to create some D bindings for existing C libraries I'd like to use. I've never done any binding, but it doesn't look too difficult either.
I'm planning to do this for D2 (not specifically D1, but if it could be for both, even better). I am using the DMD2 compiler.
What conventions should be used (I noticed version statements, aliases and regular constants / function definitions)?
What would be the difference between binding to a static library (and thus linked against) or a dynamic library? Is there any difference in the binding?
For binding a static library, the DMD compiler doesn't seem to accept .a or .o files, only .lib and .obj. Does this mean the libraries must be compiled with the DMC compiler (as opposed to the GCC compiler), and then linked through the DMD compiler?
If someone had a very short example of how a binding would be accomplished, I would be great full. Currently I can compile C code with DMC, link the object files and run functions from the C code in D. However, most C libraries just need a header file inclusion AND need to be linked against in C. I'm uncertain how to make bindings that work for that...
Thanks!
A few things to note:
DMD and its linker Optlink work with the older OMF object file format, not COFF. This means that the C files you link against need to also be OMF. If you don't want to use DMC, there are tools that will convert COFF to OMF, though I don't know the details about them.
As far as translating .h files to .d files, a utility called htod is packaged with DMD, and will do this translation for you, albeit somewhat imperfectly if you severely abuse the preprocessor. Generally, you use const, immutable, or enum for manifest constants, version statements for conditional compilation, and regular (possibly templated) functions for macro functions.
As far as examples, one place to look would be in druntime, which contains bindings for the entire C standard library.
You may have a look at how Aldacron does with Derelict2.

How do linkers decide what parts of libraries to include?

Assume library A has a() and b(). If I link my program B with A and call a(), does b() get included in the binary? Does the compiler see if any function in the program call b() (perhaps a() calls b() or another lib calls b())? If so, how does the compiler get this information? If not, isn't this a big waste of final compile size if I'm linking to a big library but only using a minor feature?
Take a look at link-time optimization. This is necessarily vendor dependent. It will also depend how you build your binaries. MS compilers (2005 onwards at least) provide something called Function Level Linking -- which is another way of stripping symbols you don't need. This post explains how the same can be achieved with GCC (this is old, GCC must've moved on but the content is relevant to your question).
Also take a look at the LLVM implementation (and the examples section).
I suggest you also take a look at Linkers and Loaders by John Levine -- an excellent read.
It depends.
If the library is a shared object or DLL, then everything in the library is loaded, but at run time. The cost in extra memory is (hopefully) offset by sharing the library (really, the code pages) between all the processes in memory that use that library. This is a big win for something like libc.so, less so for myreallyobscurelibrary.so. But you probably aren't asking about shared objects, really.
Static libraries are a simply a collection of individual object files, each the result of a separate compilation (or assembly), and possibly not even written in the same source language. Each object file has a number of exported symbols, and almost always a number of imported symbols.
The linker's job is to create a finished executable that has no remaining undefined imported symbols. (I'm lying, of course, if dynamic linking is allowed, but bear with me.) To do that, it starts with the modules named explicitly on the link command line (and possibly implicitly in its configuration) and assumes that any module named explicitly must be part of the finished executable. It then attempts to find definitions for all of the undefined symbols.
Usually, the named object modules expect to get symbols from some library such as libc.a.
In your example, you have a single module that calls the function a(), which will result in the linker looking for module that exports a().
You say that the library named A (on unix, probably libA.a) offers a() and b(), but you don't specify how. You implied that a() and b() do not call each other, which I will assume.
If libA.a was built from a.o and b.o where each defines the corresponding single function, then the linker will include a.o and ignore b.o.
However, if libA.a included ab.o that defined both a() and b() then it will include ab.o in the link, satisfying the need for a(), and including the unused function b().
As others have mentioned, there are linkers that are capable of splitting individual functions out of modules, and including only those that are actually used. In many cases, that is a safe thing to do. But it is usually safest to assume that your linker does not do that unless you have specific documentation.
Something else to be aware of is that most linkers make as few passes as they can through the files and libraries that are named on the command line, and build up their symbol table as they go. As a practical matter, this means that it is good practice to always specify libraries after all of the object modules on the link command line.
It depends on the linker.
eg. Microsoft Visual C++ has an option "Enable function level linking" so you can enable it manually.
(I assume they have a reason for not just enabling it all the time...maybe linking is slower or something)
Usually (static) libraries are composed of objects created from source files. What linkers usually do is include the object if a function that is provided by that object is referenced. if your source file only contains one function than only that function will be brought in by the linker. There are more sophisticated linkers out there but most C based linkers still work like outlined. There are tools available that split C source that contain multiple functions into artificially smaller source files to make static linking more fine granular.
If you are using shared libraries then you don't impact you compiled size by using more or less of them. However your runtime size will include them.
This lecture at Academic Earth gives a pretty good overview, linking is talked about near the later half of the talk, IIRC.
Without any optimization, yes, it'll be included. The linker, however, might be able to optimize out by statically analyzing the code and trying to remove unreachable code.
It depends on the linker, but in general only functions that are actually called get included in the final executable. The linker works by looking up the function name in the library and then using the code associated with the name.
There are very few books on linkers, which is strange when you think how important they are. The text for a good one can be found here.
It depends on the options passed to the linker, but typically the linker will leave out the object files in a library that are not referenced anywhere.
$ cat foo.c
int main(){}
$ gcc -static foo.c
$ size
text data bss dec hex filename
452659 1928 6880 461467 70a9b a.out
# force linking of libz.a even though it isn't used
$ gcc -static foo.c -Wl,-whole-archive -lz -Wl,-no-whole-archive
$ size
text data bss dec hex filename
517951 2180 6844 526975 80a7f a.out
It depends on the linker and how the library was built. Usually libraries are a combination of object files (import libraries are a major exception to this). Older linkers would pull things into the output file image at a granularity of the object files that were put into the library. So if function a() and function b() were both in the same object file, they would both be in the output file - even if only one of the 2 functions were actually referenced.
This is a reason why you'll often see library-oriented projects with a policy of a single C function per source file. That way each function is packaged in its own object file and linkers have no problem pulling in only what is referenced.
Note however that newer linkers (certainly newer Microsoft linkers) have the ability to pull in only parts of object files that are referenced, so there's less of a need today to enforce a one-function-per-source-file policy - though there are reasonable arguments that that should be done anyway for maintainability.

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