UNIT III - LOADERS AND LINKERS

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1 3.1 Introduction to Loaders UNIT III - LOADERS AND LINKERS A loader is the part of an operating system that is responsible for loading programs into memory and prepares them for execution. Loading a program involves reading the contents of the executable file containing the program instructions into memory, and then carrying out other required preparatory tasks to prepare the executable for running. Once loading is complete, the operating system starts the program by passing control to the loaded program code. The functions of loaders are:» Relocation, which modifies the object program so that it can 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» Loading and Allocation, which allocates memory location and brings the object program into memory for execution 3.2 Basic loader functions Figure Loader Design of an Absolute Loader A Simple Bootstrap Loader Prepared by P.Vasantha Kumari 51

2 3.2.1 Design of an Absolute Loader The absolute loader is the simplest and quickest of the two. The loader loads the file into memory at the location specified by the beginning portion (header) of the file, and then passes control to the program. The operation of absolute loader is very simple. The object code is loaded to specified locations in the memory. At the end the loader jumps to the specified address to begin execution of the loaded program. The role of absolute loader is as shown in the figure 3.2. The advantage of absolute loader is simple and efficient. But the Disadvantages are, the need for programmer to specify the actual address, and, difficult to use subroutine libraries. Prepared by P.Vasantha Kumari 52 Figure The Role of Absolute Loader The algorithm for this type of loader is given here. The object program and, the object program loaded into memory by the absolute loader are also shown. Each byte of assembled code is given using its hexadecimal representation in character form. Easy to read by human beings. Each byte of object code is stored as a single byte. Most machine store object programs in a binary form, and we must be sure that our file and device conventions do not cause some of the program bytes to be interpreted as control characters. Algorithm for Absolute Loader Begin read Header record

3 end verify program name and length read first Text record while record type is <> E do begin {if object code is in character form, convert into internal representation} move object code to specified location in memory read next object program record end jump to address specified in End record Explanation Step 1: Read the Header record. Step 2: Verify the Program name, length and starting address. Step 3: Read first Text record. Step 4: Repeat the following process until an end record is encountered 1. Set LOC to starting address of the text record 2. If object code is in character form, then convert into internal hexadecimal representation. 3. Moves object code to the specified location (LOC) in memory. 4. Increment LOC by three. 5. Read next record from the input file. Step 5: Jump to address specified in End record. Example Object Program H COPY A T E C A 0C D T 00201E 15 2C C F Prepared by P.Vasantha Kumari 53

4 T E E0305D 30303F D8305D A039 2C305E 38303F T A C0000 F T E FA039 DC3079 2C C E Main memory 1000 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX C A 0C D2C C F XX XXXXXXXX XX E D3030 3FD8305D A C305E 38303F C00 00F XXXXXX XXXXXXXX XXXXXXXX XXXXXXXX 2070 XX E FA0 39DC C C A Simple Bootstrap Loader When a computer is first turned on or 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. The bootstrap itself begins at address 0. It loads the OS starting address 0x80. No header record or control information, the object code is consecutive bytes of memory. Algorithm BOOT START 0 bootstrap loader CLEAR A clear register a to zero LDX #128 initialize register x to hex 80 Prepared by P.Vasantha Kumari 54

5 LOOP JSUB GETC read hex digit from program being loaded RMO A,S save in register S SHIFTL S,4 move to high-order 4 bits of byte JSUB GETC get next hex digit ADDR S,A combine digits to form one byte STCH 0,X store at address in register x TIXR X,X add 1 to memory address being loaded J LOOP loop until end of input is reached GETC TD INPUT test input device JEQ GETC loop until ready RD INPUT read character COMP #4 if character is hex o4 (end of file) JEQ 80 jump to start of program just loaded COMP #48 compare to hex 30 (character 0 ) JLT GETC skips characters less than 0 SUB #48 subtract hex 30 from ASCII code COMP #10 if result is less than 10, conversion is complete. JLT RETURN SUB #7 otherwise, subtract 7 RETURN RSUB returns to caller INPUT BYTE X F1 code for input device END LOOP Or Algorithm Begin X=0x80 (the address of the next memory location to be loaded Loop A GETC (and convert it from the ASCII character code to the value of the hexadecimal digit) Prepared by P.Vasantha Kumari 55

6 save the value in the high-order 4 bits of S A GETC combine the value to form one byte A (A+S) store the value (in A) to the address in register X X X+1 End GETC A read one character if A=0x04 then jump to 0x80 if A<48 then GETC A A-48 (0x30) if A<10 then return A A-7 (48+7=55) return 3.3 Machine-Dependent Loader Features Absolute loader is simple and efficient, but the scheme has potential disadvantages One of the most disadvantage is the programmer has to specify the actual starting address, from where the program to be loaded. This does not create difficulty, if one program to run, but not for several programs. Further it is difficult to use subroutine libraries efficiently. This needs the design and implementation of a more complex loader. The loader must provide program relocation and linking, as well as simple loading functions. Relocation Program Linking Algorithm and Data Structures for Linking Loader Relocation The concept of program relocation is, the execution of the object program using any part of the available and sufficient memory. The object program is loaded into memory wherever there is room for it. The actual starting address of the object program is not known until load time. Relocation provides the efficient sharing of the machine with larger memory and Prepared by P.Vasantha Kumari 56

7 when several independent programs are to be run together. It also supports the use of subroutine libraries efficiently. Loaders that allow for program relocation are called relocating loaders or relative loaders. Methods for specifying relocation Use of modification record and, use of relocation bit, are the methods available for specifying relocation. In the case of modification record, a modification record M is used in the object program to specify any relocation. In the case of use of relocation bit, each instruction is associated with one relocation bit and, these relocation bits in a Text record is gathered into bit masks. The format of the modification record (M) is as follows. Modification record col 1 : M col 2-7 : relocation address col 8-9 : length (half byte) col 10 : flag (+/-) col : segment name Algorithm for Relocation Loader Begin Get PROGADDR from operating system While not end of input do Begin Read next record While record type E do Begin Move object code from record to location ADDR + specified address end while record type= M add PROGADDR at the location PROGADDR + specified address Prepared by P.Vasantha Kumari 57

8 end end end The relocation bit method is used for simple machines. Relocation bit is 0: no modification is necessary, and is 1: modification is needed. This is specified in the columns of text record (T), the format of text record, along with relocation bits is as follows. Text record col 1 : T col 2-7 : starting address col 8-9 : length (byte) col : relocation bits col : object code Twelve-bit mask is used in each Text record (col:10-12 relocation bits), since each text record contains less than 12 words, unused words are set to 0, and, any value that is to be modified during relocation must coincide with one of these 3-byte segments. For absolute loader, there are no relocation bits column contains object code. The object program with relocation by bit mask is as shown below. Observe FFC - means all ten words are to be modified and, E00 - means first three records are to be modified. The object program with bit mask (underlined) is shown below. Object Program H^COPY ^000000^ 00107A T^000000^1E^FFC^140033^481039^000036^280030^300015^3C0003 T^00001E^15^E00^0C0036^481061^080033^4C0000^000003^ T^001039^1E^FFC^040030^000030^30103F^D8105D^ T^001057^0A^800^100036^4C0000^F1^ T^001061^19^FE0^040030^E01079^508039^DC1079^2C0036 E^ Prepared by P.Vasantha Kumari 58

9 Algorithm for Relocation Loader using Bit Mask Begin Get PROGADDR from operating system While not end of input do Begin Read next record While record type E do While record type = T Begin Get length=second data Mask bits(m) as tird data For(i=0, i<length, i++) If Mi=1 then add PROGADDR at the location PROGADDR + specified address else move object code from record to location PROGADDR + specified address read next record end end end Program Linking The Goal of program linking is to resolve the problems with external references (EXTREF) and external definitions (EXTDEF) from different control sections. EXTDEF (external definition) - The EXTDEF statement in a control section names symbols, called external symbols, that are defined in this (present) control section and may be used by other sections. ex: EXTDEF BUFFER, BUFFEND, LENGTH EXTDEF LISTA, ENDA Prepared by P.Vasantha Kumari 59

10 EXTREF (external reference) - The EXTREF statement names symbols used in this (present) control section and are defined elsewhere. ex: EXTREF RDREC, WRREC EXTREF LISTB, ENDB, LISTC, ENDC Implementing EXTDEF and EXTREF The assembler must include information in the object program that will cause the loader to insert proper values where they are required in the form of Define record (D) and, Refer record(r). Define record The format of the Define record (D) along with examples is as shown here. Col. 1 D Col. 2-7 Name of external symbol defined in this control section Col Relative address within this control section (hexadecimal) Col Repeat information in Col for other external symbols Example records D LISTA ENDA D LISTB ENDB Refer record The format of the Refer record (R) along with examples is as shown here. Col. 1 R Col. 2-7 Name of external symbol referred to in this control section Col Name of other external reference symbols Example records R LISTB ENDB LISTC ENDC R LISTA ENDA LISTC ENDC R LISTA ENDA LISTB ENDB Prepared by P.Vasantha Kumari 60

11 Example Here are the three programs named as PROGA, PROGB and PROGC, which are separately assembled and each of which consists of a single control section. LISTA, ENDA in PROGA, LISTB, ENDB in PROGB and LISTC, ENDC in PROGC are external definitions in each of the control sections. Similarly LISTB, ENDB, LISTC, ENDC in PROGA, LISTA, ENDA, LISTC, ENDC in PROGB, and LISTA, ENDA, LISTB, ENDB in PROGC, are external references. These sample programs given here are used to illustrate linking and relocation. The following figures give the sample programs and their corresponding object programs. Observe the object programs, which contain D and R records along with other records. PROGA 0000 PROGA START 0 EXTDEF LISTA, ENDA EXTREF LISTB, ENDB, LISTC, ENDC 0020 REF1 LDA LISTA 0023 REF2 +LDT LISTB REF3 LDX #ENDA-LISTA 0040 LISTA EQU * 0054 ENDA EQU * 0054 REF4 WORD ENDA-LISTA+LISTC END REF1 PROGB 0000 PROGB START 0 EXTDEF LISTB, ENDB EXTREF LISTA, ENDA, LISTC, ENDC 0036 REF1 +LDA LISTA 003A REF2 LDT LISTB LISTB EQU * 0070 ENDB EQU * END Prepared by P.Vasantha Kumari 61

12 PROGC 0000 PROGC START 0 EXTDEF LISTC, ENDC EXTREF LISTA, ENDA, LISTB, ENDB 0018 REF1 +LDA LISTA 001C REF2 +LDT LISTB REF3 +LDX #ENDA-LISTA 0030 LISTC EQU * 0042 ENDC EQU * END Figure 3.3 Program Linking Prepared by P.Vasantha Kumari 62

13 Any external symbols are undefined; it should be marked as in the object code and replaced with the address during the linking process. Consider the statement 0036 in PROGB, LIST1 is an external reference which are undefined until it should be defined in PROGA. So, it should be marked with the address and replaced with the correct address during linking process. Consider the instruction in PROGA, 0054 REF4 WORD ENDA-LISTA+LISTC the value for REF4 in PROGA is located at address 4054 (the beginning address of PROGA 4000 plus 0054, the relative address of REF4 within PROGA). REF4 = LISTC = 14+LISTC The starting address of PROGC will be 40E2. So, LISTC will be 0030 location away from 40E2. Now LIST3 will be in 40E E2 = = (+) = = Now, REF4 = 14+LISTC = = 4126 The figure 3.3 shows the details of how this value is computed Algorithm and Data structures for a Linking Loader The algorithm for a linking loader is considerably more complicated than the absolute loader program, which is already given. The concept given in the program linking section is used for developing the algorithm for linking loader. The modification records are used for relocation so that the linking and relocation functions are performed using the same mechanism. Linking Loader uses two-pass logic. Prepared by P.Vasantha Kumari 63

14 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 PROGA LISTA 4040 ENDA 4054 PROGB F LISTB 40C3 ENDB 40D3 PROGC 40E2 51 LISTC 4112 ENDC 4124 ESTAB (external symbol table) is the main data structure for a linking loader. The ESTAB has four entries in it; they are name of the control section, the symbol appearing in the control section, its address and length of the control section. Two other important variables PROGADDR (program load address) is the beginning address in memory where the linked program is to be loaded. CSADDR (control section address) contains the starting address assigned to the control section currently being scanned by the loader. Pass1 of a Linking loader Pass 1 assign addresses to all external symbols. The variables & Data structures used during pass 1 are, PROGADDR (program load address) from OS, CSADDR (control section address), CSLTH (control section length) and ESTAB. The pass 1 processes the Define Record. Prepared by P.Vasantha Kumari 64

15 Algorithm for Pass 1 of Linking Loader begin get PROGADDR from operating system set CSADDR to PROGADDR { for first control section} while not end of input do begin read next input { head record for control section} set CSLTH to control section length search ESTAB for control section name if found then set error flag { duplicate external symbol} else enter control section name into ESTAB with value CSADDR while record type!= E do begin read next input record if record type == D then for each symbol in record begin search ESTAB for symbol name if found then set error flag { duplicate external symbol} else enter symbol into ESTAB with value (CSADDR+ indicated address end { for} end { while E } add CSLTH to CSADDR { starting address for next control section} end { while not EOF} end { pass1} Prepared by P.Vasantha Kumari 65

16 Explanation 1. Enter the location where the program has to be loaded. 2. Assign the address got from the user as the first control section address. 3. Read the header record of the control section (i)from the details of the header read store the control section length in a variable (ii)enter the control section name with its address into the external symbol table. 4. For each symbol in the subsequent D records the symbol must be entered into the symbol table along with its address, added along with the corresponding control section address until an end record is reached. 5. Assign the starting address of next control section as the address of the current control section plus the length of the control section 6. Repeat the process from step 3 to step 5 until there are no more input. Pass2 of a Linking loader Pass 2 of linking loader perform the actual loading, relocation, and linking. It uses modification record and lookup the symbol in ESTAB to obtain its addres. Finally it uses end record of a main program to obtain transfer address, which is a starting address needed for the execution of the program. The pass 2 process Text record and Modification record of the object programs. Algorithm for Pass 2 of Linking Loader Begin set CSADDR to PROGADDR set EXECADDR to PROGADDR while not end of input do begin read next input record { head record} set CSLTH to control section length while record type!= E do begin Prepared by P.Vasantha Kumari 66

17 read next input record if record type == T then begin {if object code is in character form, convert into internal representation} move object code from record to location (CSADDR + specified address) end {if T } else if record type == M then begin search ESTAB for modifying symbol name if found then add or subtract symbol value at location (CSADDR + specified address) else set error flag {undefined external symbol} end {if M } end {while E } if an address is specified { in End Record} then set EXECADDR to (CSADDR + specified address) add CSLTH to CSADDR end {while not EOF} jump to location given by EXECADDR { to start execution of loaded program} end {pass 2} Explanation Step 1: Get the line from the input file. Step 2: Repeat the following until the opcode field contains END directive. 1. Check if the opcode field contains MACRO directive. If so, i. Enter the macro name into the NAMTAB. ii. Read the next line. iii. Repeat the following until the opcode field contains MEND directive. Prepared by P.Vasantha Kumari 67

18 a. Enter the line into DEFTAB. b. Read the next line. iv. Mark the pointers in the NAMTAB to the beginning and end of the macro definition in DEFTAB. 2. Check if the opcode field contains Macro Name. If so, i. Read the corresponding macro definition from the DEFTAB. ii. Write the macro definition onto the expanded source file. 3. Otherwise, write the line onto the expanded source file. 3.4 Machine-independent Loader Features Some loader features that are not directly related to machine architecture and design are: Automatic Library Search Loader Options Automatic Library Search Prepared by P.Vasantha Kumari 68 Figure 3.4 Automatic Library Search This feature allows a programmer to use standard subroutines without explicitly including them in the program to be loaded. The routines are automatically retrieved from a library as they are needed during linking. This allows programmer to use subroutines from one or more libraries. The subroutines called by the program being loaded are automatically fetched from the library, linked with the main program and loaded. The loader searches the

19 library or libraries specified for routines that contain the definitions of these symbols in the main program Loader Options Loader options allow the user to specify options that modify the standard processing. The options may be specified in three different ways. They are, specified using a command language, specified as a part of job control language that is processed by the operating system, and an be specified using loader control statements in the source program. Here are the some examples of how option can be specified. INCLUDE program-name (library-name) - read the designated object program from a library DELETE csect-name delete the named control section from the set of programs being loaded CHANGE name1, name2 - external symbol name1 to be changed to name2 wherever it appears in the object programs LIBRARY MYLIB search MYLIB library before standard libraries NOCALL STDDEV, PLOT, CORREL no loading and linking of unneeded routines Here is one more example giving, how commands can be specified as a part of object file, and the respective changes are carried out by the loader. LIBRARY UTLIB INCLUDE READ (UTLIB) INCLUDE WRITE (UTLIB) DELETE RDREC, WRREC CHANGE RDREC, READ CHANGE WRREC, WRITE NOCALL SQRT, PLOT The commands are, use UTLIB ( say utility library), include READ and WRITE control sections from the library, delete the control sections RDREC and WRREC from the load, the change command causes all external references to the symbol RDREC to be changed to the Prepared by P.Vasantha Kumari 69

20 symbol READ, similarly references to WRREC is changed to WRITE, finally, no call to the functions SQRT, PLOT, if they are used in the program. 3.5 Loader Design Options There are some common alternatives for organizing the loading functions, including relocation and linking. Linkage editors, which perform linking prior to load time Dynamic linking, in which linking function is performed at execution time. Bootstrap Loaders Linkage Editors Figure 3.5 (a) Linking Loader, (b) Linkage Editor A linking loader performs all linking and loading operations, and loads the program into memory for execution. The figure 3.5 shows the processing of an object program using Linking Loader and Linkage editor. A linkage editor produces a linked version of the program often called a load module or an executable image which is written to a file or Prepared by P.Vasantha Kumari 70

21 library for later execution. The linked program produced is generally in a form that is suitable for processing by a relocating loader. Some useful functions of Linkage editor are, an absolute object program can be created, if starting address is already known. New versions of the library can be included without changing the source program. Linkage editors can also be used to build packages of subroutines or other control sections that are generally used together. Linkage editors often allow the user to specify that external references are not to be resolved by automatic library search linking will be done later by linking loader. Linking Loader VS Linkage Editors Linking Loader Loads the linked program directly into the memory. Therefore steps for writing and reading the linked program are avoided Performs linking and relocation at load time Linking loader searches libraries and resolves external references every time the program is executed Used in situations where program has no reassembled for every execution Less flexibility and control Less complexity and overhead Linkage Editors Writes a linked version of the program into a file which is later executed by the relocating loader Linking is done prior to load time Resolution of external references and library searching are performed only once in linkage editor Linkage editor can be efficiently used when a program is to be executed many times without being reassembled each time More flexibility and control More complexity and verhead Dynamic Linking The scheme that postpones the linking functions until execution. A subroutine is loaded and linked to the rest of the program when it is first called usually called dynamic linking, dynamic loading or load on call. Prepared by P.Vasantha Kumari 71

22 The advantages of dynamic linking are, it allow several executing programs to share one copy of a subroutine or library. In an object oriented system, dynamic linking makes it possible for one object to be shared by several programs. Dynamic linking provides the ability to load the routines only when (and if) they are needed. The actual loading and linking can be accomplished using operating system service request. Dynamic linking provides the ability to load the routines only when (and if) they are needed. For example, that a program contains subroutines that correct or clearly diagnose error in the input data during execution. Fig. 3.6 illustrates a method in which routines that are to be dynamically loaded must be called via an operating system (OS) service request. Dynamic linking avoids the necessity of loading the entire library for each execution. (a) (b) Fig (a) - The program makes a load-and-call service request to OS. The parameter argument (ERRHANDL) of this request is the symbolic name of the routine to be loaded. Fig (b) - OS examines its internal tables to determine whether or not the routine is already loaded. If necessary, the routine is loaded form the specified user or system libraries. Prepared by P.Vasantha Kumari 72

23 (c ) (d) (e) Figure 3.6 Dynamic Linking Fig (c) - Control id then passed forms OS to the routine being called. Fig (d) - When the called subroutine completes its processing, OS then returns control to the program that issued the request. Fig (e) - If a subroutine is still in memory, a second call to it may not require another load operation Bootstrap Loaders A Bootstrap loader, which in turn loads OS and prepares it for execution. The first record is generally referred to as a bootstrap loader makes the OS to be loaded. Such a loader is added to the beginning of all object programs that are to be loaded into an empty and idle system. An absolute loader program is permanently resident in a read-only memory (ROM). The program is executed directly in the ROM. The program is copied from ROM to main memory and executed there. It reads a fixed-length record form some device into memory at a fixed location. After the read operation is complete, control is automatically transferred to the address in memory. If the loading process requires more instructions Prepared by P.Vasantha Kumari 73

24 than can be read in a single record, this first record causes the reading of others, and these in turn can cause the reading of more records. 3.6 Implementation Examples MS DOS Linker This explains some of the features of Microsoft MS-DOS linker, which is a linker for Pentium and other x86 systems. Most MS-DOS compilers and assemblers (MASM) produce object modules, and they are stored in.obj files. MS-DOS LINK is a linkage editor that combines one or more object modules to produce a complete executable program -.EXE file; this file is later executed for results. The following table illustrates the typical MS-DOS object module. Description Record Types Functions Translator Header THEADR specifies the name of the object module External symbols and TYPDEF PUBDEF and EXTDEF are defined in references TYPEDEF record PUBDEF contains list of the external symbols (called public names). EXTDEF contains list of external symbols referred in this module, but defined elsewhere. Segment definition and grouping Translated instructions and data Relocation and linking information LNAMES contains all segment and class names SEGDEF describes segments in the object module(includes name, length, and alignment) GRPDEF includes how segments are combined into groups LEDATA contains translated instructions and data LIDATA has above in repeating pattern FIXUPP used to resolve external references End of object module MODEND specifies the end of the module Table 3.1 MS DOS Object Module Prepared by P.Vasantha Kumari 74

25 MS DOS processes in two passes pass1 and pass2. They are: Pass1 Computes the starting address for each segment in the program. Segments are placed into the executable program in the same order that the SEGDEF records are processed. Symbol table is constructed. If unresolved external symbols remain after all object modules have been processed, the linker searches the specified libraries. Pass2 LINK extracts the translated instructions and data from the object modules and builds the executable program in memory. Link processes and paces the binary data from LEDATA and LIDATA records into the memory at the locations that reflect segment addresses computed during pass1. Relocations within segments are performed. External references are resolved. After all the mentioned steps are complete, LINK writes the executable.exe file. Prepared by P.Vasantha Kumari 75

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