SHARED LIBRARIES LEARNING PROJECTS
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 “Micro-SaaS / Pro Tool”
- Difficulty: Level 3: Advanced
- Knowledge Area: Systems Programming / Dynamic Loading
- Software or Tool: dlopen / dlsym
- Main Book: “Advanced Programming in the UNIX Environment” by Stevens & Rago
What you’ll 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. You’ll feel the pain of ABI compatibility when you change your plugin interface.
Core challenges you’ll face:
- Designing a plugin interface that’s 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 UNIX® 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: “How To Write Shared Libraries” by Ulrich Drepper (PDF) - The definitive guide to symbol visibility
- Audio Processing Basics: “The Audio Programming Book” 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: You’ll 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 folder—no recompilation of the main program.
Learning milestones:
- Create your first shared library manually with
gcc -shared -fPICand link against it — understand the difference between static and dynamic linking - Load a plugin at runtime with
dlopen()and call a function throughdlsym()— understand symbol resolution - Handle plugin discovery and graceful failure — understand why runtime errors differ from compile-time errors
- Add a second plugin and see both work simultaneously — 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 “Service & Support” Model
- Difficulty: Level 3: Advanced
- Knowledge Area: Systems Programming / Linking
- Software or Tool: ELF / Mach-O Parser
- Main Book: “Linkers and Loaders” by John Levine
What you’ll 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 recursively—like 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. You’ll see exactly how the dynamic linker’s job works.
Core challenges you’ll 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:
- “Linkers and Loaders” by John Levine - Chapter 10 covers dynamic linking mechanics
- Computer Systems: A Programmer’s Perspective - Chapter 7 (Linking) - Bryant & O’Hallaron - 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): Apple’s “OS X ABI Mach-O File Format Reference” (Apple Developer Documentation)
- Graph Visualization: “Graphviz documentation” - 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 “library not found” error happens.
Learning milestones:
- Parse an ELF header and extract the
DT_NEEDEDentries — understand binary structure of executables - Implement library path resolution (find where
libc.so.6actually lives) — understand search paths - Build the full recursive dependency tree — understand transitive dependencies
- Generate visual output — 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 “Service & Support” Model
- Difficulty: Level 3: Advanced
- Knowledge Area: Systems Programming / Hooking
- Software or Tool: LD_PRELOAD
- Main Book: “The Linux Programming Interface” by Michael Kerrisk
What you’ll 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 statistics—essentially a tracing/debugging tool.
Why it teaches shared libraries: This project exposes the symbol resolution order that the dynamic linker uses. You’ll understand why LD_PRELOAD works, how symbol interposition happens, and how to properly call the “real” function after interception. This is how tools like strace alternatives and memory debuggers work.
Core challenges you’ll 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 can’t callprintfwhich callsmalloc)
Key Concepts:
- Symbol Interposition: “How To Write Shared Libraries” 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 UNIX® 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
You’ve built a lightweight process tracer without kernel access.
Learning milestones:
- Intercept a simple function like
puts()and log the argument — understand basic interposition - Call the original function using
RTLD_NEXT— understand symbol resolution order - Intercept
malloc/freeand track memory usage — handle complex real-world scenarios - Use your tool to profile a real application — 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 “Open Core” Infrastructure
- Difficulty: Level 4: Expert
- Knowledge Area: Systems Programming / Game Engine Arch
- Software or Tool: Dynamic Loading
- Main Book: “Game Programming Patterns” by Robert Nystrom
What you’ll build: A C application framework where you can modify source code, and the running application reloads the changed code without restarting—similar to how game engines allow live code editing during development.
Why it teaches shared libraries: This is dynamic loading pushed to its limit. You’ll 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 you’ll face:
- Separating “state” from “logic” 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: “Handmade Hero” 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"
You’ve built what professional game engines use for rapid iteration.
Learning milestones:
- Structure an application into “core” (state) and “logic” (reloadable) components — understand library boundaries
- Implement basic reload with
dlclose/dlopen— understand library lifecycle - Add file watching and automatic recompilation — understand the full development loop
- Handle edge cases: changed structs, missing symbols — 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 “Service & Support” Model
- Difficulty: Level 3: Advanced
- Knowledge Area: Systems Programming / Portability
- Software or Tool: CMake / FFI
- Main Book: “C Interfaces and Implementations” by David Hanson
What you’ll 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: You’ll 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 you’ll 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 that’s 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: “How To Write Shared Libraries” by Ulrich Drepper + MSDN DLL documentation
- C API Design: C Interfaces and Implementations - David Hanson - The definitive book on C library design
- Build Systems: “Modern CMake for C++” - 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 — understand basic shared library creation
- Add proper symbol visibility attributes — understand why symbols must be explicitly exported
- Make it build on a second platform — confront platform differences directly
- Use it from a foreign language via FFI — understand ABI implications
Project Comparison Table
| Project | Difficulty | Time | Depth of Understanding | Fun Factor |
|---|---|---|---|---|
| Plugin-Based Audio Processor | Intermediate | 1-2 weeks | ⭐⭐⭐⭐ Deep runtime loading | ⭐⭐⭐⭐⭐ Audible results! |
| Library Dependency Visualizer | Intermediate-Advanced | 1-2 weeks | ⭐⭐⭐⭐⭐ Binary format mastery | ⭐⭐⭐⭐ Visual output |
| LD_PRELOAD Interceptor | Intermediate | Weekend-1 week | ⭐⭐⭐⭐ Symbol resolution order | ⭐⭐⭐⭐⭐ Feels like hacking |
| Hot-Reload Dev Server | Advanced | 2-4 weeks | ⭐⭐⭐⭐⭐ Library lifecycle mastery | ⭐⭐⭐⭐ Mind-blowing when it works |
| Cross-Platform Library | Intermediate-Advanced | 2-3 weeks | ⭐⭐⭐⭐ ABI and portability | ⭐⭐⭐ More tedious, very practical |
Recommendation
Based on the curriculum focus on the mechanics of shared libraries, here’s 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. You’ll immediately see how the dynamic linker works because you’re exploiting its behavior. The “aha!” moment when your interceptor catches malloc calls is unforgettable.
Then: Plugin-Based Audio Processor (Main project)
This teaches the “proper” way to use dynamic loading—designing 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 you’ll 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, you’re implementing what happens between execve() and your program’s main().
Why it teaches shared libraries: This is the ultimate project. Every concept from the curriculum—memory mapping, symbol resolution, relocation, library search paths, initialization order—must be implemented from scratch. You’ll understand dynamic linking at the level of the kernel-linker interface.
Core challenges you’ll 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: “Linkers and Loaders” by John Levine - Chapter 10
- Memory Mapping: The Linux Programming Interface - Chapter 49 (Memory Mappings) - Michael Kerrisk
- Relocation: Computer Systems: A Programmer’s Perspective - Chapter 7.7-7.12 - Bryant & O’Hallaron
- ELF Specification: “System V ABI” and “ELF Handling for Thread-Local Storage” (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. You’ve essentially built a core piece of the operating system.
Learning milestones:
- Parse ELF headers and print segment information — understand ELF structure
- Load a statically linked executable into memory and run it — understand memory mapping
- Load a single shared library and resolve one symbol — understand symbol tables
- Handle relocations (GOT, PLT) — understand position-independent code deeply
- Load multiple libraries with dependencies — understand initialization order
- Run a real dynamically-linked program — you now understand dynamic linking completely
After completing these projects, you won’t just know about shared libraries—you’ll have felt how symbol resolution works, seen why version compatibility matters, and built the machinery that makes modern software possible.