Reminder: compiling & linking

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Transcription:

Reminder: compiling & linking source file 1 object file 1 source file 2 compilation object file 2 library object file 1 linking (relocation + linking) load file source file N object file N library object file M Usually performed by gcc/g++ in one uninterrupted sequence

Linux object file format ELF stands for Executable and Linking Format A 4-byte magic number followed by a series of named sections Addresses assume the object file is placed at memory 0 When multiple object files are linked together, we must update the offsets (relocation) Tools to read contents: objdump and readelf not available on all systems \177ELF.text.rodata.data.bss.symtab.rel.text.rel.data.debug.line Section header table

ELF sections.text = machine code (compiled program instructions).rodata = read-only data.data = initialized global variables.bss = block storage start for uninitialized global variables actually just a placeholder that occupies no space in the object file.symtab = symbol table with information about functions and global variables defined and referenced in the program \177ELF.text.rodata.data.bss.symtab.rel.text.rel.data.debug.line Section header table

ELF Sections (cont.).rel.text = list of locations in.text section that need to be modified when linked with other object files.rel.data = relocation information for global variables referenced but not defined.debug = debugging symbol table; only created if compiled with -g option.line = mapping between line numbers in source and machine code in.text; used by debugger programs \177ELF.text.rodata.data.bss.symtab.rel.text.rel.data.debug.line Section header table

Reminder again: linking source file 1 object file 1 source file 2 compilation object file 2 library object file 1 linking (relocation + linking) load file source file N object file N library object file M

Creation of a load module Object Module A Header Section Machine Code Section Initialized data Section Symbol table Section Header Section Machine Code Section Initialized data Section Symbol table Section Object Module B Load Module Header Section Machine Code Section Initialized data Section Symbol table Section Interleaved from multiple object modules Sections must be relocated Addresses relative to beginning of a module Necessary to translate from beginnings of object modules When loaded OS will translate again to absolute es

Loading and memory mapping Header Section Machine Code Section Initialized data Section Symbol table Section load module (logical) space of program 1 loading Code initialized Static data uninitialized Dynamic data Unused logical space Stack memory mapping OPERATING SYSTEM PHYSICAL MEMORY Code Static data Dynamic data Unused logical space Stack memory mapping (logical) space of program 2 Code Static data Dynamic data Unused Logical space Stack (logical) space of program 3 Includes memory for stack, dynamic data (i.e., free store), and uninitialized global data Physical memory is shared by multiple programs

From source program to placement in memory during execution source program int a[10]={0,1,2,3,4,5,6,7,8,9}; int b[10]; void main() { int i; static int k = 3; for(i = 0; i < 10; i++) { printf("%d\n",a[i]); b[i] = k*a[i]; }/*endfor*/ }/*end main*/ physical memory code for printf() code for top of for loop code for call to printf() code for b[i] = k*a[i] array a[] array b[] variable k

Dynamic memory allocation Code Code initialized initialized Static data Static data uninitialized uninitialized Dynamic data Dynamic data Unused logical space increment of dynamic data Unused logical space Stack Stack (logical) space of the program OPERATING SYSTEM (logical) space of the program OPERATING SYSTEM PHYSICAL MEMORY Before dynamic memory allocation PHYSICAL MEMORY After dynamic memory allocation

Sections of an executable file Segments:

Variables and objects in memory 'A' 16916 01000001 0100001000010100 Variables and data objects are data containers with names The value of the variable is the code stored in the container To evaluate a variable is to fetch the code from the container and interpret it properly To store a value in a variable is to code the value and store the code in the container The size of a variable is the size of its container

Overflow is when a data code is larger than the size of its container e.g., char i; // just 1 byte int *p = (int*)&i; // legal *p = 1673579060; // result if "big endian" storage: variable i 01001001100101100000001011010100 If whole space (X) belongs to this program: Seems OK if X does not contain important data for rest of the program s execution Bad results or crash if important data are overwritten If all or part of X belongs to another process, the program is terminated by the OS for a memory access violation (i.e., segmentation fault) X

More about overflow Previous slide showed example of "right overflow" result truncated (also warning) 01000001010001 Compilers handle "left overflow" by truncating too (usually without any warning) Easily happens: unsigned char i = 255; 11111111 i++; // What is the result of this increment? 100000000

Placement & padding word Compiler places data at word boundaries e.g., word = 4 bytes Imagine: struct { char a; int b; } x; Classes too x.a data completely ignored, junk padding x.a variable x 01001001 10010110000000101101010001101101 a machine word variable x 0100100110010110000000101101010001101101 a machine word x.b Compilers do it this way x.b Not like this! a machine word a machine word See/try ~mikec/cs32/demos/padding.cpp

Pointers are data containers too As its value is a memory, we say it "points" to a place in memory It points at just 1 byte, so it must "know" what data type starts at that How many bytes? How to interpret the bits? Question: What is stored in the 4 bytes at es 802340..802343 in the diagram at right? Continued next slide 8090346 8090346 int* p byte with 8090346 byte with 8090346 integer "data container"...0101 010000010100001001000011010001001100... 802340 802341 802342 802343

...0101 010000010100001001000011010001001100... What is? 802340 802341 802342 802343 Could be four chars: A, B, C, D Or it could be two shorts: 16961, 17475 All numerical values shown here are for a "little endian" machine (more about endian next slide) Maybe it s a long or an int: 1145258561 It could be a floating point number too: 781.035217 802340...0101010000010100001001000011010001001100... 802340 char* b ASCII code for 'A' 802340...0101 010000010100001001000011010001001100... 802340 short* s 802340 binary code for short 16916 (on a little endian machine)...0101010000010100001001000011010001001100... 802340 int* p 802340 binary code for int 1145258561 (on a little endian machine)...0101 01000001010000100100001101000100 1100... 802340 float* f binary code for float 781.035217 (on a little endian machine)

Beware: two different byte orders Matters to actual value of anything but chars Say: short int x = 1; On a big endian machine it looks like this: 0000000000000001 Some Macs, JVM, TCP/IP "Network Byte Order" On a little endian machine it looks like this: 0000000100000000 Intel, most communication hardware Only important when dereferencing pointers See/try ~mikec/cs32/demos/endian.c

Dynamic memory allocation OS memory manager (OSMM) allocates large blocks at a time to individual processes A process memory manager (PMM) then takes over Operating System large memory blocks OS memory manager large memory blocks Process memory management Process 1 Process memory management Process 2

Memory management by OSMM Essentially, a simple "accounting" of what process owns what part(s) of the memory Memory allocation like making an entry in the accounting "book" that this segment is given to this process for keeps Memory deallocation an entry that this segment is no longer needed (process died), so it s "free" OSMM usually keeps track of allocated memory blocks in a binary heap, to quickly search for suitable free blocks hence the name "system heap" (traditionally called "free store" in C++)

PMM handles a process s s memory A "middle manager" intermediary to OSMM Usually keeps a dynamic list of free segments When program requests more memory PMM searches its list for a suitable segment If none found, asks OSMM for another block OSMM searches its heap and delivers a block Then PMM carves out a suitable segment Can be a significant time delay while all this goes on which can slow performance if a program makes many allocation requests

Dynamic memory in C programs Use C standard functions all in <stdlib.h> All use void* means "any type" no dereferencing void *malloc(size_t size); Get at least size bytes; contents are arbitrary! void *calloc(size_t n, size_t elsize); Get at least n*elsize bytes; contents cleared! void *realloc(void *ptr, size_t size); Changes size of existing segment (at ptr) IMPORTANT: ptr must have come by malloc or calloc And beware dangling pointers if data must be moved To deallocate, use void free(void *ptr);

Easier, better in C++ programs Allocate memory by operator new Easier than malloc and other C functions: just need to specify type object s size is known Better than the C functions: also calls a constructor to create the object properly Operator delete returns memory to the free store that was allocated by new Also calls class destructor to keep things neat Use delete[] if deallocating an array

Dynamic arrays of C++ objects MyClass *array = new MyClass[5]; Creates an array of 5 MyClass objects Returns a pointer to the first object Default ctor is called for every object No way to call a different constructor So class must have a no-argument ctor delete [] array; Calls dtor on all 5 objects ~mikec/cs32/demos/ dynarray.cpp

Using memory all over the place! Fairly simple in C: an object is either in static memory, or on stack, or on heap C++ objects can "be" more than one place! So important in C++ to manage memory even for stack objects (with dynamic parts) (about program on Reader p. 190) static memory sample activation frame of doit() sample salutation salutation dynamic memory (heap) h e y '\0' dynamic memory (heap) h e y '\0'

Don t t corrupt the PMM: guidelines Never pass an to free that was not returned by malloc, calloc, or realloc Deallocate segments allocated by malloc, calloc, or realloc only by using free Never pass to delete (or delete[]) that was not previously returned by new Deallocate segments allocated by new using exclusively delete And exclusively delete[] if array allocated BTW: in general, don t mix C and C++ ways to do things.

Implementing generic types With C++ templates Starting Savitch Chapter 17

C++ templates Like blueprints for the compiler to use in creating class and function definitions Always involve one or more parameterized types e.g., function template to compare object sizes: template <typename T1, typename T2> int sizecomp(t1 const &o1, T2 const &o2) { return (sizeof o1 sizeof o2); } e.g., class template for a list that holds any type: template <typename DataType> class List { /* here refer to DataType objects */ }; Can use either keyword typename or class in a template prefix e.g., template <class T>

Function templates An alternative to function overloading But code for concrete types created only as needed And the programmer does not have to write it! Compiler deduces types if user doesn t specify: int x = sizecomp( a, 7); // compiler uses template to create sizecomp(char, int) To specify: x = sizecomp<int, int>( a, 7.5); // compiler uses template to create sizecomp(int, int) Better choice than macros too Strictly type-checked, and no nasty side effects See ~mikec/cs32/demos/templates/greater.cpp

More function template issues Template definition must be in header file so compiler can know how to define the functions i.e., cannot be defined in a separate.cpp file Sometimes specialized for particular types Tells compiler to use specialized version instead of creating a new definition e.g. greater for char*: template <> // <> does not show a type parameter char * &greater<char *>(char *s, char *t) { /* would use strcmp to compare s and t, instead of operator< */ } Empty parameter types exact types everywhere else No type conversions though (must be exact match), so usually better to just overload instead of specialize

Defining class templates Idea: generalize data that can be managed by a class template<typename T> class Pair { public: Pair(); Pair(T firstval, T secondval); void setfirst(t newval); void setsecond(t newval); T getfirst() const; T getsecond() const; private: T first; T second; };