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The following example shows the control statements that instruct the OS/360 Linkage Editor to link an overlay program containing a single region, indented to show structure (segment names are arbitrary):
A linker or link editor is a computer program that combines intermediate software build files such as object and library files into a single executable file such a program or library. A linker is often part of a toolchain that includes a compiler and/or assembler that generates intermediate files that the linker processes.
Linking is often referred to as a process that is performed when the executable is compiled, while a dynamic linker is a special part of an operating system that loads external shared libraries into a running process and then binds those shared libraries dynamically to the running process. This approach is also called dynamic linking or late ...
In a conventional non-shared static library, sections of code are simply added to the calling program when its executable is built at the "linking" phase; if two programs call the same routine, the routine is included in both the programs during the linking stage of the two. With dynamic linking, shared code is placed into a single, separate file.
In computing, late binding or dynamic linkage [1] —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.
The invention of dynamic address translation (the function provided by an MMU) originally reduced the need for position-independent code because every process could have its own independent address space (range of addresses). However, multiple simultaneous jobs using the same code created a waste of physical memory.
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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. [1] [2] Prior to the advent of multiprocess systems, and still in many embedded systems, the addresses for objects are absolute starting at a known location, often zero.