A static build is a compiled version of a program which has been statically linked against libraries.
In computer science, linking means taking one or more objects generated by compilers and assembling them into a single executable program. The objects are program modules containing machine code and symbol definitions, which come in two varieties:
A linker program then resolves references to undefined symbols by finding out which other object defines a symbol in question, and replacing placeholders with the symbol's address. Linkers can take objects from a collection called a library . The final program does not include the whole library, only those objects from it that are needed. Libraries for diverse purposes exist, and one or more system libraries are usually linked in by default.
Modern operating system environments allow dynamic linking , or the postponing of the resolving of some undefined symbols until a program is run. That means that the executable still contains undefined symbols, plus a list of objects or libraries that will provide definitions for these. Loading the program will load these objects/libraries as well, and perform a final linking.
Dynamic linking offers three advantages:
In a statically built program, no dynamic linking occurs: all the bindings have been done at compile time.
Static builds have a very predictable behavior (because they do not rely on the particular version of libraries available on the final system), and are commonly found in forensic and security tools to avoid possible contamination or malfunction due to broken libraries on the examined machine. The same flexibility that permits an upgraded library to benefit all dynamically-linked applications can also prevent applications that assume the presence of a specific version of a particular library from running correctly. If every application on a system must have its own copy of a dynamic library to ensure correct operation, the benefits of dynamic linking are moot.
Another benefit of static builds is their portability: once the final executable file has been compiled, it is no longer necessary to keep the library files that the program references, since all the relevant parts are copied into the executable file. As a result, when installing a statically-built program on a computer, the user doesn't have to download and install additional libraries: the program is ready to run.
In computing, a linker or link editor is a computer system program that takes one or more object files and combines them into a single executable file, library file, or another "object" file.
In computing, DLL Hell is a term for the complications that arise when one works with dynamic-link libraries (DLLs) used with Microsoft Windows operating systems, particularly legacy 16-bit editions, which all run in a single memory space.
The Portable Executable (PE) format is a file format for executables, object code, DLLs and others used in 32-bit and 64-bit versions of Windows operating systems, and in UEFI environments. The PE format is a data structure that encapsulates the information necessary for the Windows OS loader to manage the wrapped executable code. This includes dynamic library references for linking, API export and import tables, resource management data and thread-local storage (TLS) data. On NT operating systems, the PE format is used for EXE, DLL, SYS, MUI and other file types. The Unified Extensible Firmware Interface (UEFI) specification states that PE is the standard executable format in EFI environments.
In computer science, a library is a collection of resources that is leveraged during software development to implement a computer program.
In computing, executable code, an executable file, or an executable program, sometimes simply referred to as an executable or binary, causes a computer "to perform indicated tasks according to encoded instructions", as opposed to a data file that must be interpreted (parsed) by a program to be meaningful.
An object file is a file that contains machine code or bytecode, as well as other data and metadata, generated by a compiler or assembler from source code during the compilation or assembly process. The machine code that is generated is known as object code.
In compiler theory, dead-code elimination is a compiler optimization to remove dead code. Removing such code has several benefits: it shrinks program size, an important consideration in some contexts, it reduces resource usage such as the number of bytes to be transferred and it allows the running program to avoid executing irrelevant operations, which reduces its running time. It can also enable further optimizations by simplifying program structure. Dead code includes code that can never be executed, and code that only affects dead variables, that is, irrelevant to the program.
In computing, position-independent code (PIC) or position-independent executable (PIE) is a body of machine code that, being placed somewhere in the primary memory, executes properly regardless of its absolute address. PIC is commonly used for shared libraries, so that the same library code can be loaded at a location in each program's address space where it does not overlap with other memory in use by, for example, other shared libraries. PIC was also used on older computer systems that lacked an MMU, so that the operating system could keep applications away from each other even within the single address space of an MMU-less system.
Mach-O, short for Mach object file format, is a file format for executables, object code, shared libraries, dynamically loaded code, and core dumps. It was developed to replace the a.out format.
In compiler construction, name mangling is a technique used to solve various problems caused by the need to resolve unique names for programming entities in many modern programming languages.
In computing, late binding or dynamic linkage—though not an identical process to dynamically linking imported code libraries—is a computer programming mechanism in which the method being called upon an object, or the function being called with arguments, is looked up by name at runtime. In other words, a name is associated with a particular operation or object at runtime, rather than during compilation. The name dynamic binding is sometimes used, but is more commonly used to refer to dynamic scope.
In computer programming, a static variable is a variable that has been allocated "statically", meaning that its lifetime is the entire run of the program. This is in contrast to shorter-lived automatic variables, whose storage is stack allocated and deallocated on the call stack; and in contrast to objects, whose storage is dynamically allocated and deallocated in heap memory.
In computer programming, an entry point is the place in a program where the execution of a program begins, and where the program has access to command line arguments.
Relocation is the process of assigning load addresses for position-dependent code and data of a program and adjusting the code and data to reflect the assigned addresses. Prior to the advent of multiprocess systems, and still in many embedded systems, the addresses for objects were absolute starting at a known location, often zero. Since multiprocessing systems dynamically link and switch between programs it became necessary to be able to relocate objects using position-independent code. A linker usually performs relocation in conjunction with symbol resolution, the process of searching files and libraries to replace symbolic references or names of libraries with actual usable addresses in memory before running a program.
In computer science, a static library or statically linked library is a set of routines, external functions and variables which are resolved in a caller at compile-time and copied into a target application by a compiler, linker, or binder, producing an object file and a stand-alone executable. This executable and the process of compiling it are both known as a static build of the program. Historically, libraries could only be static. Static libraries are either merged with other static libraries and object files during building/linking to form a single executable or loaded at run-time into the address space of their corresponding executable at a static memory offset determined at compile-time/link-time.
A dynamic-link library (DLL) is a shared library in the Microsoft Windows or OS/2 operating system.
In computing, a dynamic linker is the part of an operating system that loads and links the shared libraries needed by an executable when it is executed, by copying the content of libraries from persistent storage to RAM, filling jump tables and relocating pointers. The specific operating system and executable format determine how the dynamic linker functions and how it is implemented.
A weak symbol denotes a specially annotated symbol during linking of Executable and Linkable Format (ELF) object files. By default, without any annotation, a symbol in an object file is strong. During linking, a strong symbol can override a weak symbol of the same name. In contrast, in the presence of two strong symbols by the same name, the linker resolves the symbol in favor of the first one found. This behavior allows an executable to override standard library functions, such as malloc(3). When linking a binary executable, a weakly declared symbol does not need a definition. In comparison, a declared strong symbol without a definition triggers an undefined symbol link error.
A debug symbol is a special kind of symbol that attaches additional information to the symbol table of an object file, such as a shared library or an executable. This information allows a symbolic debugger to gain access to information from the source code of the binary, such as the names of identifiers, including variables and routines.
Dynamic loading is a mechanism by which a computer program can, at run time, load a library into memory, retrieve the addresses of functions and variables contained in the library, execute those functions or access those variables, and unload the library from memory. It is one of the 3 mechanisms by which a computer program can use some other software; the other two are static linking and dynamic linking. Unlike static linking and dynamic linking, dynamic loading allows a computer program to start up in the absence of these libraries, to discover available libraries, and to potentially gain additional functionality.