Difference between shared objects (.so), static libraries (.a), and DLL's (.so)?

A static library(.a) is a library that can be linked directly into the final executable produced by the linker,it is contained in it and there is no need to have the library into the system where the executable will be deployed.

A shared library(.so) is a library that is linked but not embedded in the final executable, so will be loaded when the executable is launched and need to be present in the system where the executable is deployed.

A dynamic link library on windows(.dll) is like a shared library(.so) on linux but there are some differences between the two implementations that are related to the OS (Windows vs Linux) :

A DLL can define two kinds of functions: exported and internal. The exported functions are intended to be called by other modules, as well as from within the DLL where they are defined. Internal functions are typically intended to be called only from within the DLL where they are defined.

An SO library on Linux doesn't need special export statement to indicate exportable symbols, since all symbols are available to an interrogating process.


I've always thought that DLLs and shared objects are just different terms for the same thing - Windows calls them DLLs, while on UNIX systems they're shared objects, with the general term - dynamically linked library - covering both (even the function to open a .so on UNIX is called dlopen() after 'dynamic library').

They are indeed only linked at application startup, however your notion of verification against the header file is incorrect. The header file defines prototypes which are required in order to compile the code which uses the library, but at link time the linker looks inside the library itself to make sure the functions it needs are actually there. The linker has to find the function bodies somewhere at link time or it'll raise an error. It ALSO does that at runtime, because as you rightly point out the library itself might have changed since the program was compiled. This is why ABI stability is so important in platform libraries, as the ABI changing is what breaks existing programs compiled against older versions.

Static libraries are just bundles of object files straight out of the compiler, just like the ones that you are building yourself as part of your project's compilation, so they get pulled in and fed to the linker in exactly the same way, and unused bits are dropped in exactly the same way.


I can elaborate on the details of DLLs in Windows to help clarify those mysteries to my friends here in *NIX-land...

A DLL is like a Shared Object file. Both are images, ready to load into memory by the program loader of the respective OS. The images are accompanied by various bits of metadata to help linkers and loaders make the necessary associations and use the library of code.

Windows DLLs have an export table. The exports can be by name, or by table position (numeric). The latter method is considered "old school" and is much more fragile -- rebuilding the DLL and changing the position of a function in the table will end in disaster, whereas there is no real issue if linking of entry points is by name. So, forget that as an issue, but just be aware it's there if you work with "dinosaur" code such as 3rd-party vendor libs.

Windows DLLs are built by compiling and linking, just as you would for an EXE (executable application), but the DLL is meant to not stand alone, just like an SO is meant to be used by an application, either via dynamic loading, or by link-time binding (the reference to the SO is embedded in the application binary's metadata, and the OS program loader will auto-load the referenced SO's). DLLs can reference other DLLs, just as SOs can reference other SOs.

In Windows, DLLs will make available only specific entry points. These are called "exports". The developer can either use a special compiler keyword to make a symbol an externally-visible (to other linkers and the dynamic loader), or the exports can be listed in a module-definition file which is used at link time when the DLL itself is being created. The modern practice is to decorate the function definition with the keyword to export the symbol name. It is also possible to create header files with keywords which will declare that symbol as one to be imported from a DLL outside the current compilation unit. Look up the keywords __declspec(dllexport) and __declspec(dllimport) for more information.

One of the interesting features of DLLs is that they can declare a standard "upon load/unload" handler function. Whenever the DLL is loaded or unloaded, the DLL can perform some initialization or cleanup, as the case may be. This maps nicely into having a DLL as an object-oriented resource manager, such as a device driver or shared object interface.

When a developer wants to use an already-built DLL, she must either reference an "export library" (*.LIB) created by the DLL developer when she created the DLL, or she must explicitly load the DLL at run time and request the entry point address by name via the LoadLibrary() and GetProcAddress() mechanisms. Most of the time, linking against a LIB file (which simply contains the linker metadata for the DLL's exported entry points) is the way DLLs get used. Dynamic loading is reserved typically for implementing "polymorphism" or "runtime configurability" in program behaviors (accessing add-ons or later-defined functionality, aka "plugins").

The Windows way of doing things can cause some confusion at times; the system uses the .LIB extension to refer to both normal static libraries (archives, like POSIX *.a files) and to the "export stub" libraries needed to bind an application to a DLL at link time. So, one should always look to see if a *.LIB file has a same-named *.DLL file; if not, chances are good that *.LIB file is a static library archive, and not export binding metadata for a DLL.

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