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53<H1><A NAME="SECTION006200000000000000000"></A><A NAME="dynamic-linking"></A>
54<BR>
554.2 Differences Between <span class="Unix">Unix</span> and Windows
56
57</H1>
58
59<P>
60<span class="Unix">Unix</span> and Windows use completely different paradigms for run-time
61loading of code. Before you try to build a module that can be
62dynamically loaded, be aware of how your system works.
63
64<P>
65In <span class="Unix">Unix</span>, a shared object (<span class="file">.so</span>) file contains code to be used by the
66program, and also the names of functions and data that it expects to
67find in the program. When the file is joined to the program, all
68references to those functions and data in the file's code are changed
69to point to the actual locations in the program where the functions
70and data are placed in memory. This is basically a link operation.
71
72<P>
73In Windows, a dynamic-link library (<span class="file">.dll</span>) file has no dangling
74references. Instead, an access to functions or data goes through a
75lookup table. So the DLL code does not have to be fixed up at runtime
76to refer to the program's memory; instead, the code already uses the
77DLL's lookup table, and the lookup table is modified at runtime to
78point to the functions and data.
79
80<P>
81In <span class="Unix">Unix</span>, there is only one type of library file (<span class="file">.a</span>) which
82contains code from several object files (<span class="file">.o</span>). During the link
83step to create a shared object file (<span class="file">.so</span>), the linker may find
84that it doesn't know where an identifier is defined. The linker will
85look for it in the object files in the libraries; if it finds it, it
86will include all the code from that object file.
87
88<P>
89In Windows, there are two types of library, a static library and an
90import library (both called <span class="file">.lib</span>). A static library is like a
91<span class="Unix">Unix</span> <span class="file">.a</span> file; it contains code to be included as necessary.
92An import library is basically used only to reassure the linker that a
93certain identifier is legal, and will be present in the program when
94the DLL is loaded. So the linker uses the information from the
95import library to build the lookup table for using identifiers that
96are not included in the DLL. When an application or a DLL is linked,
97an import library may be generated, which will need to be used for all
98future DLLs that depend on the symbols in the application or DLL.
99
100<P>
101Suppose you are building two dynamic-load modules, B and C, which should
102share another block of code A. On <span class="Unix">Unix</span>, you would <em>not</em> pass
103<span class="file">A.a</span> to the linker for <span class="file">B.so</span> and <span class="file">C.so</span>; that would
104cause it to be included twice, so that B and C would each have their
105own copy. In Windows, building <span class="file">A.dll</span> will also build
106<span class="file">A.lib</span>. You <em>do</em> pass <span class="file">A.lib</span> to the linker for B and
107C. <span class="file">A.lib</span> does not contain code; it just contains information
108which will be used at runtime to access A's code.
109
110<P>
111In Windows, using an import library is sort of like using "<tt class="samp">import
112spam</tt>"; it gives you access to spam's names, but does not create a
113separate copy. On <span class="Unix">Unix</span>, linking with a library is more like
114"<tt class="samp">from spam import *</tt>"; it does create a separate copy.
115
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