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Relocation (computer science)


Relocation is the process of assigning load addresses to position-dependent code of a program and adjusting the code and data in the program to reflect the assigned addresses. 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.

Relocation is typically done by the linker at link time, but it can also be done at run time by a relocating loader, or by the running program itself. Some architectures avoid relocation entirely by deferring address assignment to run time; this is known as zero address arithmetic.

Object files are segmented into various memory segments types. Example segments include code segments, data segments, stack segments (.bss), or others.

The relocation table is a list of pointers created by the compiler or assembler and stored in the object or executable file. Each entry in the table, or "fixup", is a pointer to an absolute address in the object code that must be changed when the loader relocates the program so that it will refer to the correct location. Fixups are designed to support relocation of the program as a complete unit. In some cases, each fixup in the table is itself relative to a base address of zero, so the fixups themselves must be changed as the loader moves through the table.

In some architectures a fixup that crosses certain boundaries (such as a segment boundary) or that is not aligned on a word boundary is illegal and flagged as an error by the linker.


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