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Position-independent code
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== Windows DLLs == {{main|Dynamic-link library}} {{More citations needed section|date=April 2018}} [[Dynamic-link library|Dynamic-link libraries]] (DLLs) in [[Microsoft Windows]] use variant E8 of the CALL instruction (Call near, relative, displacement relative to next instruction). These instructions do not need modification when the DLL is loaded. Some global variables (e.g. arrays of string literals, virtual function tables) are expected to contain an address of an object in data section respectively in code section of the dynamic library; therefore, the stored address in the global variable must be updated to reflect the address where the DLL was loaded to. The dynamic loader calculates the address referred to by a global variable and stores the value in such global variable; this triggers copy-on-write of a memory page containing such global variable. Pages with code and pages with global variables that do not contain pointers to code or global data remain shared between processes. This operation must be done in any OS that can load a dynamic library at arbitrary address. In Windows Vista and later versions of Windows, the [[Relocation (computing)|relocation]] of DLLs and executables is done by the kernel memory manager, which shares the relocated binaries across multiple processes. Images are always relocated from their preferred base addresses, achieving [[address space layout randomization]] (ASLR).<ref name="Microsoft_Win"/> Versions of Windows prior to Vista require that system DLLs be [[prelink]]ed at non-conflicting fixed addresses at the link time in order to avoid runtime relocation of images. Runtime relocation in these older versions of Windows is performed by the DLL loader within the context of each process, and the resulting relocated portions of each image can no longer be shared between processes. The handling of DLLs in Windows differs from the earlier [[OS/2]] procedure it derives from. OS/2 presents a third alternative and attempts to load DLLs that are not position-independent into a dedicated "shared arena" in memory, and maps them once they are loaded. All users of the DLL are able to use the same in-memory copy.
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