Building a Simple Linker in Go
Understanding how code is linked together is fundamental to comprehending the software development process. This challenge involves building a simplified linker in Go, which takes compiled object files and combines them into a single executable program. This exercise will deepen your knowledge of symbol resolution, relocation, and the structure of executable formats.
Problem Description
Your task is to implement a rudimentary linker that can process multiple object files and produce a linked executable. The linker needs to perform two primary functions:
- Symbol Resolution: Identify and resolve all external symbols. This means ensuring that every symbol defined in one object file and used by another is correctly mapped to its definition.
- Relocation: Adjust memory addresses in the code and data sections of object files to reflect their final positions in the combined executable.
For this challenge, we will assume a simplified object file format. Each object file will contain:
- Code Section: Raw machine code.
- Data Section: Raw initialized data.
- Symbol Table: A list of symbols defined or referenced by this object file. Each symbol will have a name, type (e.g., "global", "local"), and its address or offset.
- Relocation Entries: Instructions for the linker to modify code or data based on symbol addresses. For simplicity, we'll focus on relocation entries that update absolute addresses.
The linker will take a list of object file paths and produce a single output executable file. The output executable will essentially be a concatenation of the code and data sections of the input object files, with addresses adjusted by the linker.
Examples
Example 1: Simple Function Call Between Two Files
Let's assume we have two simplified object files: main.o and utils.o.
utils.o (Conceptual Structure):
- Code Section:
[0x10 push rbp, 0x11 mov rsp, rbp, ..., 0x25 mov eax, 1, ..., 0x30 ret]- Contains a function
add_onestarting at address0x20.
- Contains a function
- Symbol Table:
add_one: type="global", address=0x20
main.o (Conceptual Structure):
- Code Section:
[0x10 push rbp, 0x11 mov rsp, rbp, ..., 0x25 mov edi, 5, 0x28 call add_one, ..., 0x30 ret]- Calls
add_oneat address0x28.
- Calls
- Symbol Table:
- (No global symbols defined)
- Relocation Entries:
- At address
0x28(within thecallinstruction), there's a relocation entry for symboladd_one. This entry indicates that the address0x28needs to be updated with the actual address ofadd_one.
- At address
Input: linker main.o utils.o -o program
Output: program (a single executable file)
Explanation: The linker will:
- Load
utils.oandmain.o. - Observe that
main.ocallsadd_onewhich is defined inutils.o. - Determine the final address of
add_oneafter all sections are laid out. Let's sayutils.o's code starts at0x1000andmain.o's code starts at0x2000.add_one's actual address in the final executable would be0x1000 + (0x20 - 0x10) = 0x1010.- The
callinstruction at0x28inmain.oneeds to be updated to0x1010. So, the instruction at0x2000 + (0x28 - 0x10) = 0x2018will be modified.
- The output
programwill contain the concatenated code sections with thecallinstruction correctly updated to jump to theadd_onefunction.
Example 2: Data Usage and Symbol Resolution
data_producer.o (Conceptual Structure):
- Data Section:
[0x00 'H', 0x01 'e', 0x02 'l', 0x03 'l', 0x04 'o']- Contains a string "Hello" starting at data offset
0x00.
- Contains a string "Hello" starting at data offset
- Symbol Table:
greeting_message: type="global", section="data", offset=0x00
data_consumer.o (Conceptual Structure):
- Code Section:
[0x10 push rbp, ..., 0x20 mov esi, greeting_message, ..., 0x30 ret]- Loads the address of
greeting_messageintoesiat address0x20.
- Loads the address of
- Symbol Table:
- (No global symbols defined)
- Relocation Entries:
- At address
0x20(within the instruction loadinggreeting_message), there's a relocation entry for symbolgreeting_message.
- At address
Input: linker data_producer.o data_consumer.o -o my_app
Output: my_app
Explanation: The linker will:
- Load
data_producer.oanddata_consumer.o. - Identify that
data_consumer.oreferencesgreeting_messagedefined indata_producer.o. - Allocate space for data. Let's say
data_producer.o's data starts at0x8000anddata_consumer.o's code starts at0x1000.- The
greeting_messagewill reside at0x8000 + 0x00 = 0x8000. - The instruction at
0x20indata_consumer.o(which is at actual address0x1000 + (0x20 - 0x10) = 0x1010) needs to be updated to load the address0x8000.
- The
- The output
my_appwill have the combined code and data, with the instruction correctly referencing thegreeting_messageat its final location.
Constraints
- Input Object Files: Assume a custom, simplified object file format. You will need to define this format yourself (e.g., using Go structs or encoding/gob). This format should be able to represent code, data, a symbol table, and relocation entries.
- Symbol Naming: Symbol names will be strings.
- Relocation Types: Focus on absolute address relocation for code references (e.g., function calls, jumps) and data references.
- Memory Model: Assume a flat memory model where code and data sections are placed contiguously. The linker should decide the order and starting addresses of these sections.
- Error Handling: Implement basic error handling for cases like undefined symbols or invalid object file formats.
- Performance: For this challenge, focus on correctness over extreme performance.
Notes
- You will need to design your own simplified object file format. Consider how you'll represent byte arrays for code/data, symbol tables (name, type, address/offset), and relocation entries (address to fix, symbol name).
- The linker needs to maintain a global symbol table of all symbols defined across all input object files.
- When laying out sections, the linker will need to determine the final starting address of each section (code, data) from each object file.
- Relocation entries will tell the linker where in the code or data to apply an address fix and which symbol's address to use.
- Think about the order in which you process files and resolve symbols. A common approach is a multi-pass linker.
- This is a simplified model. Real-world linkers handle many more complexities like different relocation types, section alignment, libraries, dynamic linking, etc.