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Generating Programs and Linking
Professor Rick Han Department of Computer Science University of Colorado at Boulder
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CSCI 3753 Announcements Moodle - posted last Thursday’s lecture
Programming shell assignment 0 due Thursday at 11:55 pm, not 11 am Introduction to Operating Systems Chapters 3 and 4 in the textbook
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Operating System Architecture
App2 App1 App3 Posix, Win32, Java, C library API System Libraries and Tools (Compilers, Shells, GUIs) System call API Device Manager OS “Kernel” Scheduler VM File System CPU Memory Disk Display Mouse I/O
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What is an Application? Program P1 A software program consist of a sequence of code instructions and data for now, let a simple app = a program Computer executes the instructions line by line code instructions operate on data Code Data
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Loading and Executing a Program
Code Data Main Memory OS Loader Program P1 binary CPU Program Counter (PC) Registers ALU Fetch Code and Data Write Data Disk Code Data P1 binary P2
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Loading and Executing a Program
shift left by 2 register R1 and put in address A invoke low level system call n to OS: syscall n jump to address B Machine Code instructions of binary executable OS Loader Main Memory Disk Program P1 binary Code Data P1 binary P2 Code Data
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Generating a Program’s Binary Executable
We program source code in a high-level language like C or Java, and use tools like compilers to create a program’s binary executable Program P1’s Binary Executable gcc can generate any of these stages file P1.c Code Source Code Compiler Assembler Linker P1.s P1.o Data technically, there is a preprocessing step before the compiler. “gcc -c” will generate relocatable object files, and not run linker
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Linking Multiple Object Files Into an Executable
P1 or P1.exe file P1.c Code foo2.o Source Code Compiler cc1 Assembler as Linker ld P1.s P1.o Data foo3.o linker combines multiple .o object files into one binary executable file why split a program into multiple objects and then relink them? breaking up a program into multiple files, and compiling them separately, reduces amount of recompilation if a single file is edited don’t have to recompile entire program, just the object file of the changed source file, then relink object files
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Linking Multiple Object Files Into an Executable
P1 or P1.exe file P1.c Code foo2.o Source Code Compiler cc1 Assembler as Linker ld P1.s P1.o Data foo3.o in combining multiple object files, the linker must resolve references to variables and functions defined in other object files - this is called symbol resolution relocate each object’s internal addresses so that the executable’s combination of objects is consistent in its memory references an object’s code and data are compiled in its own private world to start at address zero
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Linker Resolves Unknown Symbols
P1.c int globalvar1=0; main(...) { ----- f1(...) } foo2.c void f1(...) { ---- } void f2(...) { globalvar1 = 4; extern void f1(...); extern int globalvar1; P1.o the P1.o object file will contain a list of unknown symbols, e.g. f1, in a symbol table foo2.o foo2.o’s symbol table lists unknown symbols, e.g. globalvar1
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Linker Resolves Unknown Symbols
ELF relocatable object file ELF relocatable object file contains following sections: ELF header (type, size, size/# sections) code (.text) data (.data, .bss, .rodata) .data = initialized global variables .bss = uninitialized global variables (does not actually occupy space on disk, just a placeholder) symbol table (.symtab) relocation info (.rel.text, .rel.data) debug symbol table (.debug only if “-g” compile flag used) line info (map C & .text line #s only if “-g”) string table (for symbol tables) ELF header .text .rodata .data .bss .symtab .rel.text .rel.data .debug .line .strtab Section header table
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Linker Resolves Unknown Symbols
Symbol table contains 3 types of symbols: global symbols - defined in this object global symbols referenced but not defined here local symbols defined and referenced exclusively by this object, e.g. static global variables and functions local symbols are not equivalent to local variables, which get allocated on the stack at run time
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Linker Resolves Unknown Symbols
global symbol referenced here but defined elsewhere extern float f1(); int globalvar1=0; void f2(...) { static int x=-1; ----- } global symbols defined here “local” symbol The symbol table informs the Linker where symbols referenced or referenceable by each object file can be found: if another file references globalvar1, then look here for info if this file reference f2, then another object file’s symbol table will mention f2
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Linker Resolves Unknown Symbols
Each entry in the ELF symbol table looks like: typedef struct { int name; /* string table offset */ int value; /* section offset or VM address */ int size; /* object size in bytes */ char type:4, /* data, func, section or src file name (4 bits) */ binding:4;/* local or global (4 bits) */ char reserved; /* unused */ char section; /* section header index, ABS, UNDEF, */ } ELF_Symbol; here’s where we flag the undefined status
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Linker Resolves Unknown Symbols
During linking, the linker goes through each input object file and determines if unknown symbols are defined in other object files Code Data .symtab P1.o relocatableobject file Code Data .symtab P2.o Code Data .symtab P3.o defined in P2? No defined in P3? Yes function f1() in P1.o is referenced but not defined, hence unknown Linker
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Linker Resolves Unknown Symbols
What if two object files use the same name for a global variable? Linker resolves multiply defined global symbols functions and initialized global variables are defined as strong symbols, while uninitialized global variables are weak symbols Rule 1: multiple strong symbols are not allowed Rule 2: choose the strong symbol over the weak symbol Rule 3: given multiple weak symbols, choose any one
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Linker Resolves Unknown Symbols
Linking with static libraries Bundle together many related .o files together into a single file called a library or .a file e.g. the C library libc.a contains printf(), strcpy(), random(), atoi(), etc. library is created using the archive ar tool the library is input to the linker as one file linker can accept multiple libraries linker copies only those object modules in the library that are referenced by the application program Example: gcc main.c /usr/lib/libm.a /usr/lib/libc.a
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Linker Resolves Unknown Symbols
libfoo.a a static library is a collection of relocatable object modules group together related object modules within each object, can further group related functions if an application links to libfoo.a, and only calls a function in foo3.o, then only foo3.o will be linked into the program foo1.o foo2.o foo3.o foo4.o
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Linker Resolves Unknown Symbols
Linker scans object files and libraries sequentially left to right on command line to resolve unknown symbols for each input file on command line, linker updates a list of defined symbols with object’s defined symbols tries to resolve the undefined symbols (from object and from list of previously undefined symbols) with the list of previously defined symbols carries over the list of defined and undefined symbols to next input object file so linker looks for undefined symbols only after they’re undefined! it doesn’t go back over the entire set of input files to resolve the unknown symbol if an unknown symbol becomes referenced after it was defined, then linker won’t be able to resolve the symbol! Thus, order on the command line is important - put libraries last!
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Linker Resolves Unknown Symbols
Example: gcc libfoo.a main.c main.c calls a function f1 defined in libfoo.a scanning left to right, when linker hits libfoo.a, there are no unresolved symbols, so no object modules are copied when linker hits main.c, f1 is unresolved and gets added to unresolved list Since there are no more input files, the linker stops and generates a linking error: /tmp/something.o: In function ‘main’: /tmp/something.o: undefined reference to ‘f1’
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Linker Resolves Unknown Symbols
Example: gcc main.c libfoo.a main.c calls a function f1 defined in libfoo.a scanning left to right, when linker hits main.c, it will add f1 to the list of unresolved references when linker next hits libfoo.a, it will look for f1 in the library’s object modules, see that it is found, and add the object module to the linked program No errors are generated. A binary executable is generated. Lesson #1: the order of linking can be important, so put libraries at the end of command lines Lesson #2: an undefined symbol error can also mean that you didn’t link in the right libraries, didn’t add right library path forgot to define the symbol somewhere in your code
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Linker Relocates Addresses
After resolving symbols, the linker relocates addresses when combining the different object modules merges separate code .text sections into a single .text section merges separate .data sections into a single .data section each section is assigned a memory address then each symbol reference in the code and data sections is reassigned to the correct memory address these are virtual memory addresses that are translated at load time into real run-time memory addresses
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Linked ELF Executable Object File
ELF executable object file contains following sections: ELF header (type, size, size/# sections) segment header table .init (program’s entry point, i.e. address of first instruction) other sections similar Note the absence of .rel.tex and .rel.data - they’ve been relocated! Ready to be loaded into memory and run only sections through .bss are loaded into memory .symtab and below are not loaded into memory code section is read-only .data and .bss are read/write ELF header segment header table .init .text .rodata .data .bss .symtab .debug .line .strtab Section header table
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Loading Executable Object Files
Run-time memory Run-time memory image Essentially code, data, stack, and heap Code and data loaded from executable file Stack grows downward, heap grows upward User stack Unallocated Heap Read/write .data, .bss Read-only .init, .text, .rodata
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Object Files are Relocatable
P1.exe gcc can generate any of these stages file P1.c Code Source Code Compiler cc1 Assembler as Linker ld P1.s P1.o Data assembler generates relocatable object code *.o in ELF format (UNIX) or PE format (Windows) assembler doesn’t generate absolute addresses, because don’t know to what other object files you’ll be linked with the binary executable could be loaded anywhere in RAM so relocate or translate the addresses to their proper memory locations later
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What do Relocatable Object Files Contain?
In order to be relocatable, any line of code referencing a memory address must be flagged for relocation
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Linking Multiple Objects Files Into an Executable
P1.c main(int argc, char* argv[]) { ----- f1(parameters) } int function1(parameters) {
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Generating a Program’s Binary Executable
We program source code in a high-level language like C or Java, and use tools like compilers to create a program’s binary executable Program P1’s Binary Executable gcc can generate any of these stages file P1.c Code Source Code Compiler Assembler Linker P1.s P1.o Data technically, there is a preprocessing step before the compiler
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A Relocatable Object File
P1.exe gcc can generate any of these stages file P1.c Code Source Code Compiler Assembler as Linker ld P1.s P1.o Data linker combines multiple .o relocatable object files into one binary executable file
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Executing a Program Main Memory
shift left by 2 the value in register R1 and put in address A invoke low level system call n to OS: syscall n jump to address B Machine Code instructions of binary executable Main Memory Program P1 binary Code Data
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CPU Execution of a Program
Main Memory Program Counter PC points to address of next instruction to fetch CPU Program Counter Register (PC) Registers ALU Program P1 binary Code Data CPU fetches next instruction indicated by PC Fetch any data needed ALU = Arithmetic Logic Unit Write any output data
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Multiprogramming: Batch Processing
Load program P1 into memory, called a job, and execute on CPU, running to completion Then load program P2 into memory, and run to completion or you could have multiple programs in memory, arranged in a queue, lined up waiting for the CPU You would submit a batch job to the computer, and while the batch job was running, you could go play tennis, and then come back for the results very non-interactive
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Multiprogramming Main Memory Programs Executing on CPU Time P1 P1
Data P1 P1 blocks on I/O Data CPU is Idle! => Poor Utilization, Billions of Wasted Cycles P2 P1 resumes P1 Data P1 completes, P2 starts P3 P2
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Multiprogramming What if Program P1 blocks waiting for something to complete? waiting on I/O, e.g. waiting for a disk write to complete, or waiting for a packet to arrive over the radio I/O can be very slow compared to CPU speed then CPU is idle for potentially billions of cycles! Better if CPU switches to another program P2 and begins executing P2 better utilization of the CPU
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Multiprogramming Main Memory Programs Executing on CPU Time P1 P1
Data P1 P1 blocks on I/O OS Scheduler Switches CPU Between Multiple Executing Programs P2 P2 blocks, P3 starts Data P3 P2 P3 completes, P1 resumes P1 Data P3
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Multiprogramming Main Memory
CPU time-multiplexes between executable programs programs share CPU Memory is space-multiplexed between multiple programs programs share RAM Each program sees an abstract machine (provided by OS) it has its own private (slower) CPU it has its own private (smaller) memory Data P1 Data P2 Data P3
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Multitasking Early computers were big mainframes
We’d like to share the memory and CPU of a mainframe not just between different programs or batch jobs, but also between different human users Time sharing systems were developed Give each user a very small slice of the CPU pie frequently
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Multitasking Main Memory Programs Executing on CPU Time P1 P2 P3 P1
Data P2 P3 P1 OS Scheduler Switches CPU Rapidly Between Multiple Executing Programs P1 P2 Data P3 P2 P3 finishes P1 P2 Data P1 P3 P2
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Multitasking Enables interactivity
In the small time slice a program is given, it can draw a character on the screen that you’ve just typed - appearance of interactivity In old time-sharing systems, depending on the load, it may take 15 seconds for the character to appear on screen! (learned to type ahead) In time, this was applied to multiple programs on a PC’s CPU listen to MP3’s while editing your documents - interactive multitasking
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Operating Systems: Course Overview
Chapter 3: OS Organization Chapter 4-5: Hardware/Device Management Single application’s view: OS provides hardware abstraction Process Management multiple application: OS provides hardware abstraction, resource sharing and isolation Memory Management File Management Security Distributed OS
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Operating System Abstraction Model
Multiprogramming, virtual memory, and other OS-related concepts seek to give each process an abstract representation of the machine each Process has its own private memory or address space within which it executes and manipulates data each Process has its own private CPU (slower than real CPU) Well-defined interfaces to other resources (devices, shared memory, etc.)
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Operating Systems: Process Management
For example, in Process Management we will cover: Process definition, Address Spaces Multithreading Is a program = application? Ex. threaded Web server as a multithreaded app versus multi-process app a process defines an address space multiple threads in a process can share an address space A single application may spawn multiple processes and/or threads Cuts down on context switch overhead, and allows rapid sharing of memory Scheduling Synchronization Deadlock
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Operating System Trends
Hardware support for operating systems has evolved too Mode bit support in CPU user mode vs. kernel/supervisor mode early PCs did not have this support Today’s embedded microcontrollers also lack this support Page faulting hardware and MMU Lack of such HW support can allow user programs to accidentally or maliciously overwrite OS kernel code!
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Done
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Timeline Single program view Multiprogramming view
OS only provides hardware abstraction Not resource sharing and isolation Multiprogramming view OS provides hardware abstraction and resource sharing and isolation Programs have to share: memory, CPU, hardware access, files, etc.
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Timeline Drill down abstraction of each component:
each application as a program, a sequence of code/instructions each program is stored on disk - permanent or non-volatile storage as needed, programs are loaded into memory, need a way to share memory programs in memory take turns executing on and sharing the CPU In multitasking systems, take turns quickly, in a finely interleaved manner Stay with the big picture - that’s what’s missing from these OS textbooks - component view
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Timeline Hardware and devices after another big picture intro
Bryant and O’Hallaron interrupts Traps Signals CPU mode bit - user mode vs kernel/supervisor mode
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