Library (computing) in the context of Dynamic library


Library (computing) in the context of Dynamic library

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⭐ Core Definition: Library (computing)

In computing, a library is a collection of resources that can be used during software development to implement a computer program. Commonly, a library consists of executable code such as compiled functions and classes, or a library can be a collection of source code. A resource library may contain data such as images and text.

A library can be used by multiple, independent consumers (programs and other libraries). This differs from resources defined in a program which can usually only be used by that program. When a consumer uses a library resource, it gains the value of the library without having to implement it itself. Libraries encourage software reuse in a modular fashion. Libraries can use other libraries resulting in a hierarchy of libraries in a program.

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👉 Library (computing) in the context of Dynamic library

A dynamic library is a library that contains functions and data that can be consumed by a computer program at run-time as loaded from a file separate from the program executable. Dynamic linking or late binding allows for using a dynamic library by linking program library references with the associated objects in the library either at load-time or run-time. At program build-time, the linker records what library objects the program uses. When the program is run, a dynamic linker or linking loader associates program library references with the associated objects in the library.

A dynamic library can be linked at build-time to a stub for each library resource that is resolved at run-time. Alternatively, a dynamic library can be loaded without linking to stubs.

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Library (computing) in the context of Computer programming

Computer programming or coding is the composition of sequences of instructions, called programs, that computers can follow to perform tasks. It involves designing and implementing algorithms, step-by-step specifications of procedures, by writing code in one or more programming languages. Programmers typically use high-level programming languages that are more easily intelligible to humans than machine code, which is directly executed by the central processing unit. Proficient programming usually requires expertise in several different subjects, including knowledge of the application domain, details of programming languages and generic code libraries, specialized algorithms, and formal logic.

Auxiliary tasks accompanying and related to programming include analyzing requirements, testing, debugging (investigating and fixing problems), implementation of build systems, and management of derived artifacts, such as programs' machine code. While these are sometimes considered programming, often the term software development is used for this larger overall process – with the terms programming, implementation, and coding reserved for the writing and editing of code per se. Sometimes software development is known as software engineering, especially when it employs formal methods or follows an engineering design process.

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Library (computing) in the context of EPSG Geodetic Parameter Dataset

EPSG Geodetic Parameter Dataset (also EPSG registry) is a public registry of geodetic datums, spatial reference systems, Earth ellipsoids, coordinate transformations and related units of measurement, originated by a member of the European Petroleum Survey Group (EPSG) in 1985. Each entity is assigned an EPSG code between 1024 and 32767, along with a standard machine-readable well-known text (WKT) representation. The dataset is maintained by the IOGP Geomatics Committee.

Most geographic information systems (GIS) and GIS libraries use EPSG codes as Spatial Reference System Identifiers (SRIDs) and EPSG definition data for identifying coordinate reference systems, projections, and performing transformations between these systems, while some also support SRIDs issued by other organizations (such as Esri).

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Library (computing) in the context of Linux

Linux (/ˈlɪnʊks/ LIN-uuks) is a family of open source Unix-like operating systems based on the Linux kernel, an operating system kernel first released on September 17, 1991, by Linus Torvalds. Linux is typically packaged as a Linux distribution (distro), which includes the kernel and supporting system software and libraries—most of which are provided by third parties—to create a complete operating system, designed as a clone of Unix and released under the copyleft GPL license.

Thousands of Linux distributions exist, many based directly or indirectly on other distributions; popular Linux distributions include Debian, Fedora Linux, Linux Mint, Arch Linux, and Ubuntu, while commercial distributions include Red Hat Enterprise Linux, SUSE Linux Enterprise, and ChromeOS. Linux distributions are frequently used in server platforms. Many Linux distributions use the word "Linux" in their name, but the Free Software Foundation uses and recommends the name "GNU/Linux" to emphasize the use and importance of GNU software in many distributions, causing some controversy. Other than the Linux kernel, key components that make up a distribution may include a display server (windowing system), a package manager, a bootloader and a Unix shell.

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Library (computing) in the context of Software reuse

Code reuse is the practice of using existing source code to develop software instead of writing new code. Software reuse is a broader term that implies using any existing software asset to develop software instead of developing it again. An asset that is relatively easy to reuse and offers significant value is considered to have high reusability.

Code reuse may be achieved different ways depending on a complexity of a programming language chosen and range from a lower-level approaches like code copy-pasting (e.g. via snippets), simple functions (procedures or subroutines) or a bunch of objects or functions organized into modules (e.g. libraries) or custom namespaces, and packages, frameworks or software suites in higher-levels.

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Library (computing) in the context of Generic programming

Generic programming is a style of computer programming in which algorithms are written in terms of data types to-be-specified-later that are then instantiated when needed for specific types provided as parameters. This approach, pioneered in the programming language ML in 1973, permits writing common functions or data types that differ only in the set of types on which they operate when used, thus reducing duplicate code.

Generic programming was introduced to the mainstream with Ada in 1977. With templates in C++, generic programming became part of the repertoire of professional library design. The techniques were further improved and parameterized types were introduced in the influential 1994 book Design Patterns.

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Library (computing) in the context of GNU Lesser General Public License

The GNU Lesser General Public License (LGPL) is a free-software license published by the Free Software Foundation (FSF). The license allows developers and companies to use and integrate a software component released under the LGPL into their own (even proprietary) software without being required by the terms of a strong copyleft license to release the source code of their own components. However, any developer who modifies an LGPL-covered component is required to make their modified version available under the same LGPL license. For proprietary software, code under the LGPL is usually used in the form of a shared library, so that there is a clear separation between the proprietary and LGPL components. The LGPL is primarily used for software libraries, although it is also used by some stand-alone applications.

The LGPL was developed as a compromise between the strong copyleft of the GNU General Public License (GPL) and more permissive licenses such as the BSD licenses and the MIT License. The word "Lesser" in the title shows that the LGPL does not guarantee the end user's complete freedom in the use of software; it only guarantees the freedom of modification for components licensed under the LGPL, but not for any proprietary components.

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Library (computing) in the context of Audio codec

An audio codec is a device or computer program capable of encoding or decoding a digital data stream (a codec) that encodes or decodes audio. In software, an audio codec is a computer program implementing an algorithm that compresses and decompresses digital audio data according to a given audio file or streaming media audio coding format. The objective of the algorithm is to represent the high-fidelity audio signal with a minimum number of bits while retaining quality. This can effectively reduce the storage space and the bandwidth required for transmission of the stored audio file. Most software codecs are implemented as libraries which interface to one or more multimedia players. Most modern audio compression algorithms are based on modified discrete cosine transform (MDCT) coding and linear predictive coding (LPC).

In hardware, audio codec refers to a single device that encodes analog audio as digital signals and decodes digital back into analog. In other words, it contains both an analog-to-digital converter (ADC) and digital-to-analog converter (DAC) running off the same clock signal. This is used in sound cards that support both audio in and out, for instance. Hardware audio codecs send and receive digital data using buses such as AC'97, SoundWire, I²S, SPI, I²C, etc. Most commonly the digital data is linear PCM, and this is the only format that most codecs support, but some legacy codecs support other formats such as G.711 for telephony.

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Library (computing) in the context of WebP

WebP (/ˈwɛpi/ WEP-ee) is a raster graphics file format developed by Google and intended as a replacement for the JPEG, PNG, and GIF file formats on the web. It supports image compression (both lossy and lossless), as well as animation and alpha compositing. The sister project for video is called WebM.

Google announced the WebP format in September 2010; the company released the first stable version of its supporting library in April 2018. WebP has seen widespread adoption across the Internet in order to reduce image size, with all major browsers currently supporting the format.

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Library (computing) in the context of Linux distribution

A Linux distribution, often abbreviated as distro, is an operating system that includes the Linux kernel for its kernel functionality. Although the name does not imply product distribution per se, a distro—if distributed on its own—is often obtained via a website intended specifically for the purpose. Distros have been designed for a wide variety of systems ranging from personal computers (for example, Linux Mint) to servers (for example, Red Hat Enterprise Linux) and from embedded devices (for example, OpenWrt) to supercomputers (for example, Rocks Cluster Distribution).

A distro typically includes many components in addition to the Linux kernel. Commonly, it includes a package manager, an init system (such as systemd, OpenRC, SysVinit, or runit), GNU tools and libraries, documentation, IP network configuration utilities, the getty TTY setup program, and many more. To provide a desktop experience (most commonly the Mesa userspace graphics drivers) a display server (the most common being the X.org Server, or, more recently, a Wayland compositor such as Sway, KDE's KWin, or GNOME's Mutter), a desktop environment (most commonly GNOME, KDE Plasma, or Xfce), a sound server (usually either PulseAudio or more recently PipeWire), and other related programs may be included or installed by the user.

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Library (computing) in the context of KDE Frameworks

KDE Frameworks is a collection of libraries and software frameworks readily available to any Qt-based software stacks or applications on multiple operating systems. Featuring frequently needed functionality solutions like hardware integration, file format support, additional graphical control elements, plotting functions, and spell checking, the collection serves as the technological foundation for KDE Plasma and KDE Gear. It is distributed under the GNU Lesser General Public License (LGPL). As of September 2025, the latest stable release is KDE Frameworks 6 (KF6).

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Library (computing) in the context of Loader (computing)

In computing, a loader is the part of an operating system that is responsible for loading programs and libraries. It is one of the essential stages in the process of starting a program, as it places programs into memory and prepares them for execution. Loading a program involves either memory-mapping or copying the contents of the executable file containing the program instructions into memory, and then carrying out other required preparatory tasks to prepare the executable for running. Once loading is complete, the operating system starts the program by passing control to the loaded program code.

All operating systems that support program loading have loaders, apart from highly specialized computer systems that only have a fixed set of specialized programs. Embedded systems typically do not have loaders, and instead, the code executes directly from ROM or similar. In order to load the operating system itself, as part of booting, a specialized boot loader is used. In many operating systems, the loader resides permanently in memory, though some operating systems that support virtual memory may allow the loader to be located in a region of memory that is pageable.

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Library (computing) in the context of Linker (computing)

A linker or link editor is a computer program that combines intermediate software build files such as object and library files into a single executable file such as a program or library. A linker is often part of a toolchain that includes a compiler and/or assembler that generates intermediate files that the linker processes. The linker may be integrated with other toolchain tools such that the user does not interact with the linker directly.

A simpler version that writes its output directly to memory is called the loader, though loading is typically considered a separate process.

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Library (computing) in the context of Pidgin (software)

Pidgin (formerly named Gaim) is a free and open-source multi-platform instant messaging client, based on a library named libpurple that has support for many instant messaging protocols, allowing the user to simultaneously log in to various services from a single application, with a single interface for both popular and obsolete protocols (from AIM to Discord), thus avoiding the hassle of having to deal with new software for each device and protocol.

As of 2007, the number of Pidgin users was estimated to be over three million.

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Library (computing) in the context of Audio editing

Audio editing software is any software or computer program which allows editing and generating audio data. Audio editing software can be implemented completely or partly as a library, as a computer application, as a web application, or as a loadable kernel module. Wave editors are digital audio editors. There are many sources of software available to perform this function. Most can edit music, apply effects and filters, and adjust stereo channels.

A digital audio workstation (DAW) is software-based and typically comprises multiple software suite components, all accessible through a unified graphical user interface. DAWs are used for recording or producing music, sound effects and more.

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Library (computing) in the context of Software patent

A software patent is a patent on a piece of software, such as a computer program, library, user interface, or algorithm. The validity of these patents can be difficult to evaluate, as software is often at once a product of engineering, something typically eligible for patents, and an abstract concept, which is typically not. This gray area, along with the difficulty of patent evaluation for intangible, technical works such as libraries and algorithms, makes software patents a frequent subject of controversy and litigation.

Different jurisdictions have radically different policies concerning software patents, including a blanket ban, no restrictions, or attempts to distinguish between purely mathematical constructs and "embodiments" of these constructs. For example, an algorithm itself may be judged unpatentable, but its use in software judged patentable.

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Library (computing) in the context of Game engine

A game engine is a software framework primarily designed for video game development, which may include specialized software libraries and packages, such as level editors. The term "engine" is a direct analogue of "software engine", having it employed across sectors of the software industry.

Furthermore, game engine may also refer to the integrated development environment as an interface behind the given framework, typically a suite of visual development tools and features for developing video games.

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