Résumé
In computing, a linker or link editor is a computer system program that takes one or more s (generated by a compiler or an assembler) and combines them into a single executable file, library file, or another "object" file. A simpler version that writes its output directly to memory is called the loader, though loading is typically considered a separate process. Computer programs typically are composed of several parts or modules; these parts/modules do not need to be contained within a single , and in such cases refer to each other by means of symbols as addresses into other modules, which are mapped into memory addresses when linked for execution. While the process of linking is meant to ultimately combine these independent parts, there are many good reasons to develop those separately at the source-level. Among these reasons are the ease of organizing several smaller pieces over a monolithic whole and the ability to better define the purpose and responsibilities of each individual piece, which is essential for managing complexity and increasing long-term maintainability in software architecture. Typically, an object file can contain three kinds of symbols: defined "external" symbols, sometimes called "public" or "entry" symbols, which allow it to be called by other modules, undefined "external" symbols, which reference other modules where these symbols are defined, and local symbols, used internally within the object file to facilitate relocation. For most compilers, each object file is the result of compiling one input source code file. When a program comprises multiple object files, the linker combines these files into a unified executable program, resolving the symbols as it goes along. Linkers can take objects from a collection called a library or runtime library. Most linkers do not include all the object files in a static library in the output executable; they include only those object files from the library that are referenced by other object files or libraries directly or indirectly.
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