
Build Process: From Hello.c to a.out (Compiler Toolchain)
Anatomy of the GCC pipeline. Preprocessor, Compiler, Assembler, and Linker. What happens when you type `gcc main.c`.

Anatomy of the GCC pipeline. Preprocessor, Compiler, Assembler, and Linker. What happens when you type `gcc main.c`.
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I still remember the panic. My code compiled fine, but then:
undefined reference to 'calculate_sum'
collect2: error: ld returned 1 exit status
Wait, what? I literally wrote that function two minutes ago. How can it be "undefined"? I stared at my screen, completely lost. The compiler was speaking a foreign language, and I had no dictionary.
That error message was my introduction to a humbling truth: compilation and building are not the same thing. And if you don't understand the difference, you're going to waste hours chasing ghosts in your codebase.
So I dove deep. And what I discovered changed how I think about programming entirely.
Here's the misconception that held me back: "I click compile, and my code becomes an executable. That's it, right?"
Wrong. Dead wrong.
Building software is like assembling a car in a factory. You don't just magically transform raw materials into a vehicle. There are distinct stages:
When you type gcc main.c, you're triggering an entire production line. Four separate programs execute in sequence, each transforming the output of the previous stage.
Once I understood this pipeline, everything clicked. Errors started making sense. Build systems stopped being mysterious. I could finally debug issues instead of randomly guessing solutions.
Let me show you what actually happens when you compile a C program.
┌──────────────┐ Preprocessor ┌──────────────┐
│ main.c │ ───────────────────> │ main.i │
│ (Human Code) │ cpp (macro) │ (Pure C) │
└──────────────┘ └──────────────┘
│
▼
┌──────────────┐
│ main.s │
Compiler <──── │ (Assembly) │
cc1 (optimize) └──────────────┘
│
▼
┌──────────────┐
│ main.o │
│ (Object) │
└──────────────┘
│
▼
┌──────────────┐ Linker ┌──────────────┐
│ lib.o, .so │ ───────────> │ a.out │
│ (Libraries) │ ld (glue) │ (Executable) │
└──────────────┘ └──────────────┘
Each arrow represents a transformation. Each file format serves a specific purpose. Let's break down what happens at each stage.
Let's trace the journey of this simple program through the entire pipeline:
// main.c
#include <stdio.h>
#define MAX_VALUE 100
int main() {
int x = MAX_VALUE;
printf("Value: %d\n", x);
return 0;
}
gcc -E main.c -o main.i
This runs ONLY the preprocessor. Open main.i and you'll see something shocking:
// ... 800 lines of stdio.h contents ...
typedef unsigned long size_t;
extern int printf(const char *, ...);
// ... more library declarations ...
int main() {
int x = 100; // MAX_VALUE replaced!
printf("Value: %d\n", x);
return 0;
}
What just happened?
#include <stdio.h> → The preprocessor literally copied the entire contents of stdio.h into your file#define MAX_VALUE 100 → Every occurrence of MAX_VALUE was replaced with 100#ifdef) were processedThe result? Pure C code with no preprocessor directives. But your 10-line file just exploded into 1000+ lines because stdio.h is massive.
The key insight: The preprocessor is dumb. It's just a text manipulation tool. It doesn't understand C syntax. It just does search-and-replace.
gcc -S main.c -o main.s
This runs preprocessing AND compilation. Check out main.s:
.file "main.c"
.section .rodata
.LC0:
.string "Value: %d\n"
.text
.globl main
.type main, @function
main:
pushq %rbp
movq %rsp, %rbp
subq $16, %rsp
movl $100, -4(%rbp) # x = 100
movl -4(%rbp), %eax
movl %eax, %esi
leaq .LC0(%rip), %rdi # load printf string
movl $0, %eax
call printf@PLT # call printf
movl $0, %eax
leave
ret
What just happened?
movl, pushq, callThis stage catches syntax errors. Forgot a semicolon? Misspelled a variable? The compiler yells at you here.
gcc -c main.c -o main.o
This runs all three stages: preprocessing + compilation + assembly. The result is main.o, which is a binary file:
hexdump -C main.o | head
00000000 7f 45 4c 46 02 01 01 00 00 00 00 00 00 00 00 00 |.ELF............|
00000010 01 00 3e 00 01 00 00 00 00 00 00 00 00 00 00 00 |..>.............|
What just happened?
.text (code), .data (initialized variables), .bss (uninitialized variables)Critical point: This file is NOT executable yet. Why? Because the address of printf is 0x00000000 (placeholder). The assembler knows you're calling printf, but it doesn't know where printf lives.
That's the linker's job.
gcc main.o -o main
Or call the linker directly:
ld -o main main.o -lc -dynamic-linker /lib64/ld-linux-x86-64.so.2
What just happened?
main.o calls printf, but doesn't define itlibc.so)printf and connects the call to the definition.o files are merged into a single address space_start, which calls main)Now you have main (or a.out), and you can finally run it:
./main
# Output: Value: 100
The aha moment: Compilers work per-file. Linkers work globally. That's why multi-file projects require linking.
When I first encountered libraries, I was confused. "What does it mean to 'link' a library?"
Here's the analogy that helped me:
Static Library (.a, .lib): You go to a library, find the book you need, and photocopy the entire book. You take the copy home. You can read it anytime, even if the library closes. But your bag is heavy. And if 100 people copy the same book, that's a lot of wasted paper.
Dynamic Library (.so, .dll): You get a library card with the book's location. You can read the book, but only when the library is open. Your bag stays light. The library has one book that everyone shares. But if the library closes, you're screwed.
# Create static library
gcc -c mylib.c -o mylib.o
ar rcs libmylib.a mylib.o
# Link statically
gcc main.c -L. -lmylib -static -o main_static
# Check file size
ls -lh main_static
# Result: ~800KB (entire libc embedded)
Pros: Self-contained. No dependencies. Ship one file, it works everywhere. Cons: Large file size. Can't update library without rebuilding. Memory waste (if 100 programs use the same library, you load it 100 times).
# Create shared library
gcc -shared -fPIC mylib.c -o libmylib.so
# Link dynamically
gcc main.c -L. -lmylib -o main_dynamic
# Check file size
ls -lh main_dynamic
# Result: ~8KB (just references)
# Check runtime dependencies
ldd main_dynamic
# linux-vdso.so.1
# libmylib.so => ./libmylib.so
# libc.so.6 => /lib/x86_64-linux-gnu/libc.so.6
Pros: Small file size. Memory efficient (OS loads .so once, shared by all programs). Easy library updates.
Cons: "DLL Hell". If libmylib.so is missing or has a version mismatch, the program won't start.
On Linux, shared libraries live in /lib and /usr/lib. You can specify custom paths with LD_LIBRARY_PATH.
If you have 10 files, you can type gcc a.c b.c c.c ... j.c. If you have 1000 files? Your fingers will break.
But the bigger problem is incremental builds. If you change one file, you don't want to recompile all 1000 files. Chrome's source code takes 2 hours to build from scratch.
Make solves this:
# Compiler configuration
CC = gcc
CFLAGS = -Wall -Wextra -O2 -g
LDFLAGS = -lm
# Target configuration
TARGET = my_app
OBJS = main.o utils.o calculator.o
HEADERS = utils.h calculator.h
# Default target ($ make)
all: $(TARGET)
# Linking: Combine all .o files into executable
# $@ = target name (my_app)
# $^ = all dependencies (main.o utils.o calculator.o)
$(TARGET): $(OBJS)
@echo "Linking $@..."
$(CC) $(CFLAGS) -o $@ $^ $(LDFLAGS)
@echo "Build successful!"
# Compilation: .c -> .o
# $< = first dependency (*.c)
# $@ = target name (*.o)
%.o: %.c $(HEADERS)
@echo "Compiling $<..."
$(CC) $(CFLAGS) -c $< -o $@
# Clean up
clean:
@echo "Cleaning up..."
rm -f $(OBJS) $(TARGET)
@echo "Clean done!"
# Full rebuild
rebuild: clean all
# Debug build
debug: CFLAGS += -DDEBUG -O0
debug: clean all
# Release build
release: CFLAGS += -O3 -DNDEBUG
release: clean all
# Phony targets (not real files)
.PHONY: all clean rebuild debug release
How it works:
make → executes all targetall depends on $(TARGET) → needs my_appmy_app depends on $(OBJS) → needs main.o, utils.o, calculator.o.o:
main.c is newer than main.o → recompilemain.o is up-to-date → skip.o files are ready → link$ make
Compiling main.c...
Compiling utils.c...
Compiling calculator.c...
Linking my_app...
Build successful!
# Only modify utils.c, then rebuild
$ make
Compiling utils.c... # Only this recompiles!
Linking my_app...
Build successful!
The key: Make defines a dependency graph. It walks the graph and does the minimum work required. That's engineering productivity.
Problem with Makefiles: They're platform-specific. Linux Makefiles don't work on Windows.
CMake generates Makefiles for you:
# CMakeLists.txt
cmake_minimum_required(VERSION 3.10)
project(MyApp)
set(CMAKE_C_STANDARD 11)
set(CMAKE_BUILD_TYPE Release)
add_executable(my_app main.c utils.c calculator.c)
target_link_libraries(my_app m) # -lm
Usage:
mkdir build && cd build
cmake ..
make
CMake detects your OS and generates appropriate build files (Makefile, Visual Studio project, Xcode project). It's the cross-platform standard.
Why does gcc -O3 make programs faster? The compiler rewrites your code to be logically equivalent but more efficient.
// Original code
int sum = 0;
for (int i = 0; i < 4; i++) {
sum += i;
}
-O0 (No optimization)
movl $0, -8(%rbp) # sum = 0
movl $0, -4(%rbp) # i = 0
jmp .L2
.L3:
movl -4(%rbp), %eax
addl %eax, -8(%rbp) # sum += i
addl $1, -4(%rbp) # i++
.L2:
cmpl $3, -4(%rbp) # i < 4?
jle .L3 # loop
-O2 (Moderate optimization)
movl $0, %eax # sum = 0
addl $0, %eax # sum += 0
addl $1, %eax # sum += 1
addl $2, %eax # sum += 2
addl $3, %eax # sum += 3
-O3 (Aggressive optimization)
movl $6, %eax # sum = 6 (precomputed!)
The compiler calculated 0 + 1 + 2 + 3 = 6 at compile time!
Normally, compilers optimize per-file. When compiling a.c, it doesn't know about b.c.
// utils.c
int add(int a, int b) {
return a + b;
}
// main.c
extern int add(int, int);
int main() {
return add(3, 4);
}
Normal compilation:
gcc -O2 -c utils.c -o utils.o
gcc -O2 -c main.c -o main.o
gcc utils.o main.o -o main
The compiler can't inline add() in main.c because it doesn't see the implementation during compilation.
gcc -O2 -flto -c utils.c -o utils.o
gcc -O2 -flto -c main.c -o main.o
gcc -flto utils.o main.o -o main
At link time, the linker re-analyzes all code and optimizes globally. The add() function gets inlined:
main:
movl $7, %eax # return 7 (precomputed!)
ret
Large projects can see 10-20% performance gains. Downside: Linking takes much longer.
Step 1: Profiling build
gcc -fprofile-generate -O2 main.c -o main
./main # Generates main.gcda (profile data)
Step 2: Optimized build
gcc -fprofile-use -O2 main.c -o main_optimized
The compiler now knows "which functions are called frequently" and "which branches are usually taken". Browsers like Chrome and Firefox use PGO.
What if I'm on a Mac (ARM64) and need to build for Raspberry Pi (ARM32)?
# Install ARM cross-compiler
brew install arm-linux-gnueabihf-gcc
# Cross-compile
arm-linux-gnueabihf-gcc -o hello_arm hello.c
# Check result
file hello_arm
# hello_arm: ELF 32-bit LSB executable, ARM
This binary won't run on my Mac, but I can copy it to a Raspberry Pi and it works.
Android NDK is a cross-compiler. You build ARM binaries on your x86 PC for Android phones.
# Android NDK usage
$NDK/toolchains/llvm/prebuilt/darwin-x86_64/bin/aarch64-linux-android21-clang \
-o app.so app.c -shared
C/C++ building is complicated. Modern languages integrated build systems into the language toolchain.
JavaScript is interpreted, but Webpack performs bundling:
npx webpack
.js files into one (like C linking)Difference from C: No compilation. Source code runs directly.
cargo build --release
cargo build --target aarch64-unknown-linux-gnu)Difference from C: Standardized build system. No Makefiles needed.
go build main.go
Difference from C: Simplified linking. Everything in one binary.
Modern languages looked at C's build complexity and said "let's solve this at the language level". Build systems are now integrated into language toolchains.
Linux executables (a.out) follow the ELF (Executable and Linkable Format):
readelf -h a.out
ELF Header:
Magic: 7f 45 4c 46 02 01 01 00
Class: ELF64
Type: EXEC (Executable file)
Machine: Advanced Micro Devices X86-64
Entry point address: 0x401040
ELF structure:
┌─────────────────┐
│ ELF Header │ <- File metadata
├─────────────────┤
│ Program Header │ <- Loading instructions
├─────────────────┤
│ .text │ <- Code (READ-ONLY)
├─────────────────┤
│ .rodata │ <- String literals (READ-ONLY)
├─────────────────┤
│ .data │ <- Initialized globals
├─────────────────┤
│ .bss │ <- Uninitialized globals (no file space)
├─────────────────┤
│ .symtab │ <- Symbol table (debugging)
└─────────────────┘
Section roles:
.text: Machine code. Read-only. Writing here = Segfault..rodata: String literals like "Hello\n". Read-only..data: Initialized globals like int count = 10;..bss: Uninitialized globals like int buffer[1000];. Only size is stored in file, zeroed at runtime.size a.out
text data bss dec hex filename
1234 200 8000 9434 24da a.out
Fun fact: .bss doesn't take file space. So int arr[1000000] doesn't increase executable size. Memory is only allocated at runtime.
undefined reference to 'foo'
Cause: Linking error. Declaration exists but definition is missing.
Fix:
.c file in the build?-lm, -lpthread)multiple definition of 'count'
Cause: Same symbol defined in multiple places.
Fix:
extern elsewhereSegmentation fault (core dumped)
Cause: Invalid memory access. Modifying string literals, null pointer dereference, etc.
Debug:
gcc -g main.c -o main # Include debug symbols
gdb ./main
(gdb) run
(gdb) backtrace # Show error location
The build process demystified:
#include → file contents. #define → values..o files..o files and libraries into executable.The key insight: Building is a pipeline of four independent programs. Understanding the input and output of each stage lets you debug errors quickly.
Static libraries are like photocopying books. Dynamic libraries are like library cards. Makefiles define dependency graphs to minimize recompilation. Compiler optimization rewrites code to be faster without changing behavior.
Once I understood this, undefined reference errors stopped scaring me. They just mean the linker couldn't find a symbol. Build process knowledge is the foundation of good engineering.
And that's the journey from panic to understanding. From "what is ld?" to confidently debugging linker errors. That's what separates developers who code from engineers who understand their tools.