SHARED LIBRARIES LEARNING PROJECTS
To truly understand shared libraries and dynamic linking, you need to grasp these fundamental building blocks:
Learning Shared Libraries & Dynamic Linking Through Projects
Core Concept Analysis
To truly understand shared libraries and dynamic linking, you need to grasp these fundamental building blocks:
- Compilation & Linking Pipeline - How source code becomes position-independent code (PIC), how symbols are exported/imported
- Symbol Resolution - How the dynamic linker finds and connects function calls to their implementations
- Memory Mapping - How the OS maps a single library copy into multiple process address spaces
- Runtime Loading APIs -
dlopen(),dlsym(),dlclose()and their platform equivalents - Library Search Paths - How the system locates libraries (
LD_LIBRARY_PATH,rpath,@loader_path) - ABI & Versioning - How libraries maintain backward compatibility
Project 1: Plugin-Based Audio Effects Processor
- File: SHARED_LIBRARIES_LEARNING_PROJECTS.md
- Programming Language: C
- Coolness Level: Level 3: Genuinely Clever
- Business Potential: 2. The âMicro-SaaS / Pro Toolâ
- Difficulty: Level 3: Advanced
- Knowledge Area: Systems Programming / Dynamic Loading
- Software or Tool: dlopen / dlsym
- Main Book: âAdvanced Programming in the UNIX Environmentâ by Stevens & Rago
What youâll build: A command-line audio processor where each effect (reverb, distortion, echo, etc.) is a separate .so/.dylib plugin that gets loaded at runtime. Users can drop new plugin files into a folder and the application discovers and uses them without recompilation.
Why it teaches shared libraries: This forces you to design a stable C interface (the plugin API), use dlopen()/dlsym() to load code at runtime, handle missing symbols gracefully, and understand why position-independent code matters. Youâll feel the pain of ABI compatibility when you change your plugin interface.
Core challenges youâll face:
- Designing a plugin interface thatâs stable and extensible (maps to ABI design)
- Using
dlopen(),dlsym(),dlclose()correctly on your platform (maps to runtime loading APIs) - Handling errors when plugins are missing or incompatible (maps to runtime error handling)
- Making plugins discoverable by scanning directories (maps to library search paths)
Key Concepts:
- Position-Independent Code (PIC): Advanced Programming in the UNIXÂŽ Environment, Third Edition - Chapter 7 (Process Environment) and Chapter 15 - Stevens & Rago
- Dynamic Loading APIs: The Linux Programming Interface - Chapter 42 (Shared Libraries: Advanced Features) - Michael Kerrisk
- Symbol Visibility: âHow To Write Shared Librariesâ by Ulrich Drepper (PDF) - The definitive guide to symbol visibility
- Audio Processing Basics: âThe Audio Programming Bookâ by Richard Boulanger - Chapter 1-2
Difficulty: Intermediate
Time estimate: 1-2 weeks
Prerequisites: C programming, basic understanding of compilation (gcc -c, gcc -shared)
Real world outcome: Youâll have a working audio processor where you can run:
./audioprocessor input.wav output.wav --plugins ./plugins/
And hear your audio transformed. Adding a new effect means compiling a single .so file and dropping it in the plugins folderâno recompilation of the main program.
Learning milestones:
- Create your first shared library manually with
gcc -shared -fPICand link against it â understand the difference between static and dynamic linking - Load a plugin at runtime with
dlopen()and call a function throughdlsym()â understand symbol resolution - Handle plugin discovery and graceful failure â understand why runtime errors differ from compile-time errors
- Add a second plugin and see both work simultaneously â understand how multiple libraries coexist
Project 2: Library Dependency Visualizer
- File: SHARED_LIBRARIES_LEARNING_PROJECTS.md
- Programming Language: C
- Coolness Level: Level 3: Genuinely Clever
- Business Potential: 3. The âService & Supportâ Model
- Difficulty: Level 3: Advanced
- Knowledge Area: Systems Programming / Linking
- Software or Tool: ELF / Mach-O Parser
- Main Book: âLinkers and Loadersâ by John Levine
What youâll build: A command-line tool that takes any executable or shared library and produces a visual dependency graph (as a PNG/SVG or ASCII art in terminal) showing all shared library dependencies recursivelyâlike a visual ldd on steroids.
Why it teaches shared libraries: To visualize dependencies, you must parse ELF headers (Linux) or Mach-O headers (macOS), understand the DT_NEEDED entries, follow the library search path algorithm, and deal with recursive dependencies. Youâll see exactly how the dynamic linkerâs job works.
Core challenges youâll face:
- Parsing ELF/Mach-O binary format to extract library dependencies (maps to binary format understanding)
- Implementing the library search path algorithm (
rpath,runpath,LD_LIBRARY_PATH) (maps to symbol resolution) - Handling recursive dependencies without infinite loops (maps to dependency graph structure)
- Detecting version mismatches or missing libraries (maps to version compatibility)
Resources for key challenges:
- âLinkers and Loadersâ by John Levine - Chapter 10 covers dynamic linking mechanics
- Computer Systems: A Programmerâs Perspective - Chapter 7 (Linking) - Bryant & OâHallaron - Best explanation of ELF and linking
Key Concepts:
- ELF Binary Format: Practical Binary Analysis - Chapter 2-3 - Dennis Andriesse
- Dynamic Linker Algorithm: The Linux Programming Interface - Chapter 41 (Fundamentals of Shared Libraries) - Michael Kerrisk
- Mach-O Format (macOS): Appleâs âOS X ABI Mach-O File Format Referenceâ (Apple Developer Documentation)
- Graph Visualization: âGraphviz documentationâ - graphviz.org
Difficulty: Intermediate-Advanced Time estimate: 1-2 weeks Prerequisites: C programming, basic binary file I/O
Real world outcome:
./libviz /usr/bin/python3 --output deps.svg
Opens deps.svg and see a beautiful graph showing Python depends on libpython3.x.so, which depends on libpthread.so, libc.so, libdl.so, etc. You can trace exactly why a âlibrary not foundâ error happens.
Learning milestones:
- Parse an ELF header and extract the
DT_NEEDEDentries â understand binary structure of executables - Implement library path resolution (find where
libc.so.6actually lives) â understand search paths - Build the full recursive dependency tree â understand transitive dependencies
- Generate visual output â see the complexity of real-world library dependencies
Project 3: LD_PRELOAD Function Interceptor
- File: SHARED_LIBRARIES_LEARNING_PROJECTS.md
- Programming Language: C
- Coolness Level: Level 4: Hardcore Tech Flex
- Business Potential: 3. The âService & Supportâ Model
- Difficulty: Level 3: Advanced
- Knowledge Area: Systems Programming / Hooking
- Software or Tool: LD_PRELOAD
- Main Book: âThe Linux Programming Interfaceâ by Michael Kerrisk
What youâll build: A shared library that, when loaded with LD_PRELOAD, intercepts calls to standard library functions (like malloc, open, connect) and logs them, modifies their behavior, or collects statisticsâessentially a tracing/debugging tool.
Why it teaches shared libraries: This project exposes the symbol resolution order that the dynamic linker uses. Youâll understand why LD_PRELOAD works, how symbol interposition happens, and how to properly call the ârealâ function after interception. This is how tools like strace alternatives and memory debuggers work.
Core challenges youâll face:
- Understanding symbol resolution order and interposition (maps to how dynamic linker resolves symbols)
- Using
dlsym(RTLD_NEXT, ...)to get the original function (maps to runtime loading APIs) - Handling thread safety when intercepting functions (maps to memory mapping/sharing)
- Avoiding infinite recursion (your
mallocinterceptor canât callprintfwhich callsmalloc)
Key Concepts:
- Symbol Interposition: âHow To Write Shared Librariesâ by Ulrich Drepper - Section on symbol lookup
- RTLD_NEXT and dlsym: The Linux Programming Interface - Chapter 42 - Michael Kerrisk
- Function Pointers in C: C Programming: A Modern Approach - Chapter 17 - K.N. King
- Thread Safety: Advanced Programming in the UNIXÂŽ Environment, Third Edition - Chapter 12 - Stevens & Rago
Difficulty: Intermediate Time estimate: Weekend - 1 week Prerequisites: C programming, understanding of function pointers
Real world outcome:
LD_PRELOAD=./libintercept.so /usr/bin/curl https://example.com
Outputs a trace like:
[libintercept] malloc(4096) = 0x7f8a...
[libintercept] open("/etc/resolv.conf", O_RDONLY) = 3
[libintercept] connect(fd=5, addr=93.184.216.34:443)
[libintercept] Total allocations: 847, Total bytes: 2.3MB
Youâve built a lightweight process tracer without kernel access.
Learning milestones:
- Intercept a simple function like
puts()and log the argument â understand basic interposition - Call the original function using
RTLD_NEXTâ understand symbol resolution order - Intercept
malloc/freeand track memory usage â handle complex real-world scenarios - Use your tool to profile a real application â see practical debugging value
Project 4: Hot-Reload Development Server
- File: SHARED_LIBRARIES_LEARNING_PROJECTS.md
- Programming Language: C
- Coolness Level: Level 5: Pure Magic (Super Cool)
- Business Potential: 4. The âOpen Coreâ Infrastructure
- Difficulty: Level 4: Expert
- Knowledge Area: Systems Programming / Game Engine Arch
- Software or Tool: Dynamic Loading
- Main Book: âGame Programming Patternsâ by Robert Nystrom
What youâll build: A C application framework where you can modify source code, and the running application reloads the changed code without restartingâsimilar to how game engines allow live code editing during development.
Why it teaches shared libraries: This is dynamic loading pushed to its limit. Youâll deal with unloading and reloading libraries (dlclose, dlopen), state preservation across reloads, handling changed data structures, and the subtle bugs that occur when code changes underneath running state.
Core challenges youâll face:
- Separating âstateâ from âlogicâ so reloads preserve application state (maps to memory mapping)
- Properly unloading and reloading libraries without memory leaks (maps to dynamic loading lifecycle)
- Detecting file changes and triggering recompilation (maps to build system integration)
- Handling API changes between reloads gracefully (maps to version compatibility)
Key Concepts:
- Hot Reloading Architecture: âHandmade Heroâ by Casey Muratori - Day 21-22 (Live Code Editing)
- dlopen/dlclose Lifecycle: The Linux Programming Interface - Chapter 42 - Michael Kerrisk
- File System Monitoring: The Linux Programming Interface - Chapter 19 (Monitoring File Events: inotify) - Michael Kerrisk
- State Serialization: Fluent C - Chapter on data structures - Christopher Preschern
Difficulty: Advanced Time estimate: 2-4 weeks Prerequisites: Solid C, understanding of memory layout, some build system knowledge
Real world outcome:
./hotreload-server
# Server starts, showing "Game state: score=0"
# Edit game_logic.c, change score calculation
# Terminal shows: "[HOT-RELOAD] Detected change in game_logic.c, recompiling..."
# "[HOT-RELOAD] Loaded new game_logic.so"
# Game continues with new logic, state preserved: "Game state: score=0"
Youâve built what professional game engines use for rapid iteration.
Learning milestones:
- Structure an application into âcoreâ (state) and âlogicâ (reloadable) components â understand library boundaries
- Implement basic reload with
dlclose/dlopenâ understand library lifecycle - Add file watching and automatic recompilation â understand the full development loop
- Handle edge cases: changed structs, missing symbols â understand why hot-reload is hard
Project 5: Cross-Platform Shared Library with C API
- File: SHARED_LIBRARIES_LEARNING_PROJECTS.md
- Programming Language: C
- Coolness Level: Level 3: Genuinely Clever
- Business Potential: 3. The âService & Supportâ Model
- Difficulty: Level 3: Advanced
- Knowledge Area: Systems Programming / Portability
- Software or Tool: CMake / FFI
- Main Book: âC Interfaces and Implementationsâ by David Hanson
What youâll build: A useful library (e.g., a JSON parser, image resizer, or compression library) that compiles to .so (Linux), .dylib (macOS), and .dll (Windows), with a stable C API that can be called from multiple languages (Python, Ruby, etc. via FFI).
Why it teaches shared libraries: Youâll confront every platform difference: symbol visibility (__attribute__((visibility("default"))) vs __declspec(dllexport)), calling conventions, name mangling, and how to design an API that remains stable across versions.
Core challenges youâll face:
- Managing symbol visibility across platforms (maps to symbol export/import)
- Handling platform-specific build configurations (maps to understanding compilation flags)
- Designing a C API thatâs FFI-friendly (no complex structs, careful with memory ownership) (maps to ABI design)
- Versioning your library properly (soname, compatibility versions) (maps to version compatibility)
Key Concepts:
- Cross-Platform Symbol Export: âHow To Write Shared Librariesâ by Ulrich Drepper + MSDN DLL documentation
- C API Design: C Interfaces and Implementations - David Hanson - The definitive book on C library design
- Build Systems: âModern CMake for C++â - CMake documentation for cross-platform shared library builds
- FFI Considerations: Programming Rust, 3rd Edition - Chapter on FFI - Blandy & Orendorff (excellent FFI patterns)
Difficulty: Intermediate-Advanced Time estimate: 2-3 weeks Prerequisites: C programming, basic CMake or cross-platform build experience
Real world outcome:
# Python code using your library
import ctypes
mylib = ctypes.CDLL("./libmyparser.so") # or .dylib or .dll
result = mylib.parse_json(b'{"hello": "world"}')
Your library works on three platforms, and you can call it from any language with FFI support.
Learning milestones:
- Create a library that builds on your native platform â understand basic shared library creation
- Add proper symbol visibility attributes â understand why symbols must be explicitly exported
- Make it build on a second platform â confront platform differences directly
- Use it from a foreign language via FFI â understand ABI implications
Project Comparison Table
| Project | Difficulty | Time | Depth of Understanding | Fun Factor |
|---|---|---|---|---|
| Plugin-Based Audio Processor | Intermediate | 1-2 weeks | ââââ Deep runtime loading | âââââ Audible results! |
| Library Dependency Visualizer | Intermediate-Advanced | 1-2 weeks | âââââ Binary format mastery | ââââ Visual output |
| LD_PRELOAD Interceptor | Intermediate | Weekend-1 week | ââââ Symbol resolution order | âââââ Feels like hacking |
| Hot-Reload Dev Server | Advanced | 2-4 weeks | âââââ Library lifecycle mastery | ââââ Mind-blowing when it works |
| Cross-Platform Library | Intermediate-Advanced | 2-3 weeks | ââââ ABI and portability | âââ More tedious, very practical |
Recommendation
Based on the curriculum focus on the mechanics of shared libraries, hereâs the recommended learning path:
Start with: LD_PRELOAD Function Interceptor (Weekend project)
This is the fastest way to get your hands dirty with symbol resolution and dynamic loading. Youâll immediately see how the dynamic linker works because youâre exploiting its behavior. The âaha!â moment when your interceptor catches malloc calls is unforgettable.
Then: Plugin-Based Audio Processor (Main project)
This teaches the âproperâ way to use dynamic loadingâdesigning interfaces, loading plugins, handling errors. The audio aspect gives you instant, tangible feedback (you hear your code working), which keeps motivation high.
If you want to go deeper: Library Dependency Visualizer
This forces you to understand the binary format and see exactly what metadata makes dynamic linking possible. After building this, ldd output will make complete sense.
Final Capstone Project: Build Your Own Minimal Dynamic Linker
What youâll build: A simplified dynamic linker (ld.so) that can take an ELF executable with shared library dependencies and actually load it into memory, resolve symbols, perform relocations, and transfer control to main(). Essentially, youâre implementing what happens between execve() and your programâs main().
Why it teaches shared libraries: This is the ultimate project. Every concept from the curriculumâmemory mapping, symbol resolution, relocation, library search paths, initialization orderâmust be implemented from scratch. Youâll understand dynamic linking at the level of the kernel-linker interface.
Core challenges youâll face:
- Parsing ELF program headers and section headers (maps to binary format)
- Implementing
mmap()to load segments at correct addresses (maps to memory mapping) - Resolving symbols across multiple libraries (maps to symbol resolution)
- Performing relocations (maps to position-independent code understanding)
- Calling constructors in the correct order (maps to initialization dependencies)
- Handling recursive dependencies without cycles (maps to dependency management)
Key Concepts:
- ELF Internals: Practical Binary Analysis - Chapter 2-4 - Dennis Andriesse
- Dynamic Linker Implementation: âLinkers and Loadersâ by John Levine - Chapter 10
- Memory Mapping: The Linux Programming Interface - Chapter 49 (Memory Mappings) - Michael Kerrisk
- Relocation: Computer Systems: A Programmerâs Perspective - Chapter 7.7-7.12 - Bryant & OâHallaron
- ELF Specification: âSystem V ABIâ and âELF Handling for Thread-Local Storageâ (official specs)
Difficulty: Advanced Time estimate: 1 month+ Prerequisites: Completed at least 2 of the above projects, solid understanding of virtual memory, comfort with binary parsing
Real world outcome:
./myld ./hello_world
Hello, World!
Where hello_world is a dynamically linked executable and your linker loaded libc.so, resolved printf, performed all relocations, and ran the program. Youâve essentially built a core piece of the operating system.
Learning milestones:
- Parse ELF headers and print segment information â understand ELF structure
- Load a statically linked executable into memory and run it â understand memory mapping
- Load a single shared library and resolve one symbol â understand symbol tables
- Handle relocations (GOT, PLT) â understand position-independent code deeply
- Load multiple libraries with dependencies â understand initialization order
- Run a real dynamically-linked program â you now understand dynamic linking completely
After completing these projects, you wonât just know about shared librariesâyouâll have felt how symbol resolution works, seen why version compatibility matters, and built the machinery that makes modern software possible.