GCC / Linux: adding a static library to a .so? - c++

I've a program that implements a plugin system by dynamically loading a function from some plugin_name.so (as usual).
But in turn I've a static "helper" library (lets call it helper.a) whose functions are used both from the main program and the main function in the plugin. They don't have to inter-operate in any way, they are just helper functions for text manipulation and such.
This program, once started, cannot be reloaded or restarted, that's why I'm expecting to have new "helper" functionality from the plugin, not from the main program.
So my questin is.. is it possible to force this "plugin function code" in the .so to use (statically link against?) a different (perhaps newer) version of "helper" than the main program?
How could this be done? perhaps by statically linking or otherwise adding helper.a to plugin_name.so?

Nick Meyer's answer is correct on Windows and AIX, but is unlikely to be correct on every other UNIX platform by default.
On most UNIX platforms, the runtime loader maintains a single name space for all symbols, so if you define foo_helper in a.out, and also in plugin.so, and then call foo_helper from either, the first definition visible to the runtime loader (usually that from a.out) is used by default for both calls.
In addition, the picture is complicated by the fact that foo_helper may not be exported from a.out (and thus may be invisible to runtime loader), unless you use -rdynamic flag, or some other shared library references it. In other words, things may appear to work as Nick described them, then you add a shared library to the a.out link line, and they don't work that way anymore.
On ELF platforms (such as Linux), you have great control over symbol visibility and binding. See description of -fvisibility=hidden and -rdynamic in GCC man page, and also -Bsymbolic in linker man page.
Most other UNIX platforms have some way to control symbol bindings as well, but this is necessarily platform-specific.

If your main program and dynamic library both statically link to helper.a, then you shouldn't need to worry about mixing versions of helper.a (as long as you don't do things like pass pointers allocated in helper.a between the .exe and .so boundaries).
The code required from the helper.a is inserted to the actual binary when you link against it. So when you call into helper.a from the .exe, you will be executing code from the code segment of your executable image, and when you call into helper.a from the .so, you will be executing code from the portion of the address space where the .so was loaded. Even if you're calling the same function inside helper.a, you're calling two different 'instances' of that function depending on whether the call was made from the .exe or the .so.

i think this question is the same as yours. How to force symbols from a static library to be included in a shared library build?
The --whole-archive linker option should do this. You'd use it as e.g.
gcc -o libmyshared.so foo.o -lanothersharedlib -Wl,--whole-archive -lmystaticlib
and it works for me.

Related

Dynamic linking - Linux Vs. Windows

Under Windows, when I compile C/C++ code in a DLL project in MSVC I am getting 2 files:
MyDll.dll
MyDll.lib
where as far as I understand MyDll.lib contains some kind of pointers table indicating functions locations in the dll. When using this dll, say in an exe file, MyDll.lib is embedded into the exe file during linkage so in runtime it "knows" where the functions are located in MyDll.dll and can use them.
But if I compile the same code under Linux I am getting only one file MySo.so without MySo.a (the equivalent to lib file in Linux) so how does an executable file under Linux knows where the functions are located in MySo.so if nothing is embedded into it during linking?
The MSVC linker can link together object files (.obj) and object libraries (.lib) to produce an .EXE or a .DLL.
To link with a DLL, the process in MSVC is to use a so-called import library (.LIB) that acts as a glue between the C function names and the DLL's export table (in a DLL a function can be exported by name or by ordinal - the latter was often used for undocumented APIs).
However, in most cases the DLL export table has all the function names and thus the import library (.LIB) contains largely redundant information ("import function ABC -> exported function ABC", etc).
It is even possible to generate a .LIB from an existing .DLL.
Linkers on other platforms don't have this "feature" and can link with dynamic libraries directly.
On Linux, the linker (not the dynamic linker) searches through the shared libraries specified at link time and creates references to them inside the executable. When the dynamic linker loads these executables it loads the shared libraries they require into memory and resolves the symbols, which allows the binaries to be run.
MySo.a, if created, would actually include the symbols to be linked directly into the binary instead of the "symbol lookup tables" used on Windows.
rustyx's answer explains the process on Windows more thoroughly than I can; it's been a long time since I've used Windows.
The difference you are seeing is more of an implementation detail - under the hood both Linux and Windows work similarly - you code calls a stub function which is statically linked in your executable and this stub then loads DLL/shlib if necessary (in case of delayed loading, otherwise library is loaded when program starts) and (on first call) resolves symbol via GetProcAddress/dlsym.
The only difference is that on Linux the these stub functions (which are called PLT stubs) are generated dynamically when you link your app with dynamic library (library contains enough information to generate them), whereas on Windows they are instead generated when DLL itself is created, in a separate .lib file.
The two approaches are so similar that it's actually possible to mimic Windows import libraries on Linux (see Implib.so project).
On Linux, you pass MySo.so to the linker and it is able to extract only what is needed for the link phase, putting in a reference that MySo.so is needed at run time.
.dll or .so are shared libs (linked in runtime), while .a and .lib is a static library (linked in compile time). This is no difference between Windows and Linux.
The difference is, how are they handled. Note: the difference is only in the customs, how are they used. It wouldn't be too hard to make Linux builds on the Windows way and vice versa, except that practically no one does this.
If we use a dll, or we call a function even from our own binary, there is a simple and clear way. For example, in C, we see that:
int example(int x) {
...do_something...
}
int ret = example(42);
However, on the asm level, there could be many differences. For example, on x86, a call opcode is executed, and the 42 is given on the stack. Or in some registers. Or anywhere. No one knows that before writing the dll, how it will be used. Or how the projects will want to use it, possible written with a compiler (or in a language!) which doesn't even exist now (or is it unknown for the developers of the dll).
For example, by default, both C and Pascal puts the arguments (and gets the return values) from the stack - but they are doing it in different order. You can also exchange arguments between your functions in the registers by some - compiler-dependent - optimization.
As you see correctly, the Windows custom is that building a dll, we also create a minimal .a/.lib with it. This minimal static library is only a wrapper, the symbols (functions) of that dll are reached through it. This makes the required asm-level calling conversions.
Its advantage is the compatibility. Its disadvantage is that if you have only a .dll, you can have a hard time to figure out, how its functions want to be called. This makes the usage of dlls a hacking task, if the developer of the dll does not give you the .a. Thus, it serves mainly closedness purposes, for example so is it easier to get extra cash for the SDKs.
Its another disadvantage is than even if you use a dynamical library, you need to compile this little wrapper statically.
In Linux, the binary interface of the dlls is standard and follows the C convention. Thus, no .a is required and there is binary compatibility between the shared libs, in exchange we don't have the advantages of the microsoft custom.

Detecting and intercepting linked library dependencies at runtime

On a UNIX system is there a simple way to identify whether a dynamic (shared) library depends on other dynamic libraries?
I'm exploring system level APIs such as dlopen and friends in C and C++. I have a controlled environment where I will be calling dlopen and mapping specific functions. The idea is that people will be able to write native plugins to the application (and let us assume for the moment that it is in the author's best interest to make sure the library actually performs the correct function and is not malicious).
However, as a security measure I would like to ensure at runtime that the loaded dynamic library does not link to any other dynamic libraries (the intention being to disallow system calls and only permit functions from the local maths library) - and if it does, don't load it.
Some (long and/or difficult) solutions I've come up with:
Write a compiler shim that compiles the plugin code with a very specific set of compiler options, and injects some sort of checksum function that can be used to validate that the compiler shim was used.
Individually slice out all function calls referencing function names I don't want to be used.
Intercept all syscalls with some linker path trickery.
Is there a simple(r) way of checking dynamic libraries' dependencies?
However, as a security measure I would like to ensure at runtime that the loaded dynamic library does not link to any other dynamic libraries
Note that a dynamic library can import a symbol without explicitly linking to any other dynamic library. For example:
int foo() { return open("/etc/passwd", O_RDONLY); }
gcc -fPIC -shared -o foo.so foo.c -nostdlib
Now foo.so does not have any DT_NEEDED shared library dependencies, yet will still open /etc/passwd at will.
(the intention being to disallow system calls and only permit functions from the local maths library) - and if it does, don't load it.
There is so much wrong with your intention, it's not even funny.
For a start, you don't need to link to any external library to execute system calls directly, it can be trivially done in assembly.
Also, the plugin can find and modify dynamic loader's data, and once it does, it can make your main program do arbitrary things. For example, it can hijack all of your main program's calls into libc.so, and redirect them elsewhere.
Once you run untrusted code in your process, it's game over.
solutions I've come up with
None of them have even remote chance of working. Any time you expend on this is time totally wasted.

Is there a way to extract the symbols from a ELF, and use LD to link another file together with the symbols defined in the previous ELF?

I'm creating an application specifically for the Nintendo Wii using devKitPro. I wanted to make my application modular by offering the ability to load code passed though objcopy -O binary. My problem is, I want the modules to be able to use symbols from the main ELF that is loaded into memory. I have tried various things and I have not come up with any solutions.
I tried use -Map, as I thought that would let me use a linker map with it, but that idea failed.
I also tried compilation into a shared library, but that did not work for me, as the linker complained about "read-only segments with dynamic relocations".
I really need help with this, as I am in neither a Windows or Linux environment.
You may consider doing this using libdl which is made precisely to load symbols by name at runtime. Using libdl you can get handles to all of the functions you want to call as part of an initialization subroutine and then have them available to you when your program needs them. best of all, you dont need to have the library you are linking against at compile time so you can replace it with any elf that has those symbols defined without recompiling.

C/C++ How Does Dynamic Linking Work On Different Platforms?

How does dynamic linking work generally?
On Windows (LoadLibrary), you need a .dll to call at runtime, but at link time, you need to provide a corresponding .lib file or the program won't link... What does the .lib file contain? A description of the .dll methods? Isn't that what the headers contain?
Relatedly, on *nix, you don't need a lib file... How how does the compiler know that the methods described in the header will be available at runtime?
As a newbie, when you think about either one of the two schemes, then the other, neither of them make sense...
To answer your questions one by one:
Dynamic linking defers part of the linking process to runtime.
It can be used in two ways: implicitly and explicitly.
Implicitly, the static linker will insert information into the
executable which will cause the library to load and resolve the
necessary symbols. Explicitly, you must call LoadLibrary or
dlopen manually, and then GetProcAddress/dlsym for each
symbol you need to use. Implicit loading is used for things
like the system library, where the implementation will depend on
the version of the system, but the interface is guaranteed.
Explicit loading is used for things like plug-ins, where the
library to be loaded will be determined at runtime.
The .lib file is only necessary for implicit loading. It
contains the information that the library actually provides this
symbol, so the linker won't complain that the symbol is
undefined, and it tells the linker in what library the symbols
are located, so it can insert the necessary information to cause
this library to automatically be loaded. All the header files
tell the compiler is that the symbols will exist, somewhere; the
linker needs the .lib to know where.
Under Unix, all of the information is extracted from the
.so. Why Windows requires two separate files, rather than
putting all of the information in one file, I don't know; it's
actually duplicating most of the information, since the
information needed in the .lib is also needed in the .dll.
(Perhaps licensing issues. You can distribute your program with
the .dll, but no one can link against the libraries unless
they have a .lib.)
The main thing to retain is that if you want implicit loading,
you have to provide the linker with the appropriate information,
either with a .lib or a .so file, so that it can insert that
information into the executable. And that if you want explicit
loading, you can't refer to any of the symbols in the library
directly; you have to call GetProcAddress/dlsym to get their
addresses yourself (and do some funny casting to use them).
The .lib file on Windows is not required for loading a dynamic library, it merely offers a convenient way of doing so.
In principle, you can use LoadLibrary for loading the dll and then use GetProcAddress for accessing functions provided by that dll. The compilation of the enclosing program does not need to access the dll in that case, it is only needed at runtime (ie. when LoadLibrary actually executes). MSDN has a code example.
The disadvantage here is that you need to manually write code for loading the functions from the dll. In case you compiled the dll yourself in the first place, this code simply duplicates knowledge that the compiler could have extracted from the dll source code automatically (like the names and signatures of exported functions).
This is what the .lib file does: It contains the GetProcAddress calls for the Dlls exported functions, generated by the compiler so you don't have to worry about it. In Windows terms, this is called Load-Time Dynamic Linking, since the Dll is loaded automatically by the code from the .lib file when your enclosing program is loaded (as opposed to the manual approach, referred to as run-time dynamic linking).
How does dynamic linking work generally?
The dynamic link library (aka shared object) file contains machine code instructions and data, along with a table of metadata saying which offsets in that code/data relate to which "symbols", the type of the symbol (e.g. function vs data), the number of bytes or words in the data, and a few other things. Different OS will tend to have different shared object file formats, and indeed the same OS may support several, but that's the gist of it.
So, imagine the shared library's a big chunk of bytes with an index like this:
SYMBOL ADDRESS TYPE SIZE
my_function 1000 function 2893
my_number 4800 variable 4
In general, the exact type of the symbols need not be captured in the metadata table - it's expected that declarations in the library's header files contain all the missing information. C++ is a bit special - compared to say C - because overloading can mean there are several functions with the same name, and namespaces allow for further symbols that would otherwise be ambiguously named - for that reason name mangling is typically used to concatenate some representation of the namespace and function arguments to the function name, forming something that can be unique in the library object file.
A program wanting to use the shared object can generally do one of two things:
have the OS load both itself and the shared object around the same time (before executing main()), with the OS Loader responsible for finding the symbols and examining metadata in the program file image about the use of those symbols, then patching in symbol addresses in the memory the program uses, such that the program can then just run and work functionally as if it'd known about the symbol addresses when it was first compiled (but perhaps a little slower)
or, explicitly in its own source code call dlopen sometime after main runs, then use dlsym or similar to get the symbol addresses, save them into (function/data) pointers based on the programmer's knowledge of the expected data types, then call them explicitly using the pointers.
On Windows (LoadLibrary), you need a .dll to call at runtime, but at link time, you need to provide a corresponding .lib file or the program won't link...
That doesn't sound right. Should be one or the other I'd think.
Wtf does the .lib file contain? A description of the .dll methods? Isn't that what the headers contain?
A lib file is - at this level of description - pretty much the same as a shared object file... the main difference is that the compiler's finding the symbol addresses before the program's shipped and run.
Modern *nix systems derive process of dynamic linking from Solaris OS. Linux, particularly, doesn't need separate .lib file because all external dependencies are contained in ELF format. .interp section of ELF file indicates that there are external symbols inside this executable that needed to be resolved dynamically. This comes for dynamic linking.
There is a way to handle dynamic linking in user space. This method is called dynamic loading. This is when you are using system calls to get function pointers to methods from external *.so.
More information can be found from this article http://www.ibm.com/developerworks/library/l-dynamic-libraries/.
Relatedly, on OS X (and I assume *nix... dlopen), you don't need a lib file... How how does the compiler know that the methods described in the header will be available at runtime?
Compilers or linkers do not need such information. You, the programmer, need to handle the situation that the shared libraries you try to open by dlopen() may not exist.
You can use a DLL file in Windows in two ways: Either you link with it, and you're done, nothing more to do. Or you load it dynamically during run-time.
If you link with it, then the DLL library file is used. The link-library contains information that the linker uses to actually know which DLL to load and where in the DLL functions are, so it can call them. When your program is loaded, the operating system also loads the DLL for you, basically what is does it call LoadLibrary for you.
In other operating systems (like OS X and Linux) it works in a similar way. The difference is that on these systems the linker can look directly at the dynamic library (the .so/.dynlib file) and figure out what's needed without a separate static library like on Windows.
To load a library dynamically, you don't need to link with anything related to the library you want to load.
Like others already said: what is included in a .lib file on Windows is included directly in the .so/.dynlib on Linux/OS X. But the main question is... why?
Isn't *nix solution better?
I think it is, but the .lib has one advantage. The developer linking to the DLL doesn't actually need to have access to the DLL file itself.
Does a scenario like that happen often in the real world? Is it worth the effort of maintaining two files per DLL file? I don't know.
Edit: Ok, guys let's make things even more confusing! You can link directly to a DLL on Windows, using MinGW. So the whole import library problem is not directly related to Windows itself. Taken from sampleDLL article from MinGW wiki:
The import library created by the "--out-implib" linker option is
required iff (==if and only if) the DLL shall be interfaced from some
C/C++ compiler other than the MinGW toolchain. The MinGW toolchain is
perfectly happy to directly link against the created DLL. More details
can be found in the ld.exe info files that are part of the binutils
package (which is a part of the toolchain).
Linux also requires to link, but instead against a .Lib library it needs to link to the dynamic linker /lib/ld-linux.so.2, but this usually happens behind the scenes when using GCC (however if using an assembler you do need to specify it manually).
Both approaches, either the Windows .LIB approach or the Linux dynamic linker linking approach, are considered in reality as static linking. There is, however, a difference that in Windows part of the work is done at link time although it still has work at load time (I am not sure, but I think that the .LIB file is merely for the linker to know the physical library name, the symbols however are only resolved at load time), while in Linux everything besides linking to the dynamic linker happen at load time.
Dynamic linking is in general referring to open manually the DLL file at runtime (such as using LoadLinrary()), in which case the burden is entirely on the programmer.
In shared library, such as .dll .dylib and .so, there is some information about symbol's name and address, like this:
------------------------------------
| symbol's name | symbol's address |
|----------------------------------|
| Foo | 0x12341234 |
| Bar | 0xabcdabcd |
------------------------------------
And the load function, such as LoadLibrary and dlopen, loads shared library and make it available to use.
GetProcAddress and dlsym find you symbol's address. For example:
HMODULE shared_lib = LoadLibrary("asdf.dll");
void *symbol = GetProcAddress("Foo");
// symbol is 0x12341234
In windows, there is .lib file to use .dll. When you link to this .lib file, you don't need to call LoadLibrary and GetProcAddress, and just use shared library's function as if they're "normal" functions. How can it work?
In fact, the .lib contains an import information. It's like that:
void *Foo; // please put the address of Foo there
void *Bar; // please put the address of Bar there
When the operating system loads your program (strictly speaking, your module), operating system performs LoadLibrary and GetProcAddress automatically.
And if you write code such as Foo();, compiler convert it into (*Foo)(); automatically. So you can use them as if they're "normal" functions.

Dynamic and Static Libraries in C++

In my quest to learn C++, I have come across dynamic and static libraries.
I generally get the gist of them: compiled code to include into other programs.
However, I would like to know a few things about them:
Is writing them any different than a normal C++ program, minus the main() function?
How does the compiled program get to be a library? It's obviously not an executable, so how do I turn, say 'test.cpp' into 'test.dll'?
Once I get it to its format, how do I include it in another program?
Is there a standard place to put them, so that whatever compilers/linkers need them can find them easily?
What is the difference (technically and practically) between a dynamic and static library?
How would I use third party libraries in my code (I'm staring at .dylib and .a files for the MySql C++ Connector)
Everything I have found relating to libraries seems to be targeting those who already know how to use them. I, however, don't. (But would like to!)
Thanks!
(I should also note I'm using Mac OS X, and although would prefer to remain IDE-neutral or command-line oriented, I use QtCreator/Netbeans)
Is writing them any different than a normal C++ program, minus the main() function?
No.
How does the compiled program get to be a library? It's obviously not an executable, so how do I turn, say 'test.cpp' into 'test.dll'?
Pass the -dynamiclib flag when you're compiling. (The name of the result is still by default a.out. On Mac OS X you should name your dynamic libraries as lib***.dylib, and on Linux, lib***.so (shared objects))
Once I get it to its format, how do I include it in another program?
First, make a header file so the the other program can #include to know what functions can be used in your dylib.
Second, link to your dylib. If your dylib is named as libblah.dylib, you pass the -lblah flag to gcc.
Is there a standard place to put them, so that whatever compilers/linkers need them can find them easily?
/usr/lib or /usr/local/lib.
What is the difference (technically and practically) between a dynamic and static library?
Basically, for a static lib, the whole library is embedded into the file it "links" to.
How would I use third party libraries in my code (I'm staring at .dylib and .a files for the MySql C++ Connector)
See the 3rd answer.
Is writing them any different than a normal C++ program, minus the main() function?
Except for the obvious difference that a library provides services for other programs to use, usually (*) there isn't a difference.
* in gcc classes/functions are exported by default - this isn't the case in VC++, there you have to explicitly export using __declspec(export).
How does the compiled program get to be a library? It's obviously not an executable, so how do I turn, say 'test.cpp' into 'test.dll'?
This depends on your compiler. In Visual Studio you specify this in your project configuration. In gcc to create a static library you compile your code normally and then package it in an archive using ar. To create a shared you compile first (with the -fpic flag to enable position independent code generation, a requirement for shared libraries), then use the -shared flag on the object files. More info can be found in the man pages.
Once I get it to its format, how do I include it in another program?
Again this is a little compiler-dependant. In VS, if it's a shared library, when including the class/function you wish to use it should be marked with a __declspec(import) (this is usually done with ifdefs) and you have to specify the .lib file of the shared library for linkage. For a static library you only have to specify the .lib file (no export/import needed since the code will end up in your executable).
In gcc you only need to specify the library which you link against using -llibrary_name.
In both cases you will need to provide your client some header files with the functions/classes that are intended for public use.
Is there a standard place to put them, so that whatever compilers/linkers need them can find them easily?
If it's your own library then it's up to you. Usually you can specify the linker additional folders to look in. We have a lib folder in our source tree where all .lib (or .a/.so) files end up and we add that folder to the additional folder to look in.
If you're shipping a library on UNIX the common place is usually /usr/lib (or /usr/local/lib), this is also where gcc searches in by default.
What is the difference (technically and practically) between a dynamic and static library?
When you link a program to static libraries the code of the libraries ends up in your executable. Practically this makes your executable larger and makes it harder to update/fix a static library for obvious reasons (requires a new version of your executable).
Shared libraries are separate from your executable and are referenced by your program and (usually) loaded at runtime when needed.
It's also possible to load shared libraries without linking to them. It requires more work since you have to manually load the shared library and any symbol you wish to use. On Windows this is done using LoadLibrary/GetProcAddress and on POSIX systems using dlsym/dlopen.
How would I use third party libraries in my code?
This is usually accomplished by including the necessary header files and linking with the appropriate library.
A simple example to link with a static library foo would look like this: gcc main.cpp -o main.o -L/folder/where/foo.a/is/at -lfoo.
Most open source projects have a readme that gives more detailed instructions, I'd suggest to take a look at it if there is one.
Is writing [libraries] any different than a normal C++ program, minus the main() function?
That depends on your definition of "different." From the language's point of view, you write a file or collection of files, don't put in a main() and you tell the compiler to generate a library instead of an executable.
However, designing libraries is much harder because you have no control over the code that calls you. Libraries need to be more robust against failure than normal code. You can't necessarily delete pointers somebody passes to your function. You can't tell what macros will mess with your code. You also can't accidentally pollute the global namespace (eg., don't put using namespace std at the beginning of your header files).
How does the compiled program get to be a library? It's obviously not an executable, so how do I turn, say 'test.cpp' into 'test.dll'?
That depends on the compiler. In Visual C++ this is a project config setting. In gcc (going from memory) it's something like gcc -c foo.c -shared.
Once I get it to its format, how do I include it in another program?
That depends on your compiler and linker. You make sure the header files are available via a project setting or environment variable, and you make sure the binaries are available via a different project setting or compiler variable.
Is there a standard place to put them, so that whatever compilers/linkers need them can find them easily?
That depends on the operating system. In UNIX you're going to put things in places like /usr/lib, /usr/local/lib. On Windows people used to put DLLs in places like C:\WINDOWS but that's no longer allowed. Instead you put it in your program directory.
What is the difference (technically and practically) between a dynamic and static library?
Static libraries are the easier, original model. At compile time the linker puts all the functions from the library into your executable. You can ship the executable without the library, because the library is baked in.
Dynamic libraries (also called shared libraries) involve the compiler putting enough information in the executable that at runtime the linker will be able to find the correct libraries and call the methods in there. The libraries are shared across the whole system among the programs that use them. Using dynamic linking (dlsym(), et. al.) adds a few details to the picture.
How would I use third party libraries in my code (I'm staring at .dylib and .a files for the MySql C++ Connector)
That's going to depend on your platform, and unfortunately I can't tell you much about .dylib files. .a files are static libraries, and you simply need to add them to your final call to gcc (gcc main.c foo.a -o main if you know where foo.a is, or gcc main.c -lfoo -o main if the system knows where foo.a, foo.la, or foo.so are). Generally you make sure the compiler can find the library and leave the linker to do the rest.
The difference between a static and dynamic library is that the linking is done at compile time for static libraries, embedding the executable code into your binary, while for dynamic libraries linking is done dynamically at program start. The advantages are that the libraris can be separately distributed, updated and the code (memory) can be shared among several programs.
To use a library you simply provide -l to g++ for a lib.a or lib.so
I'm writing this to be more pragmatic than technically correct. It's enough to give you the general idea of what you're after.
Is writing them any different than a normal C++ program, minus the main() function?
For a static library, there's really not much difference.
For a dynamic library, the most likely difference you'll need to be aware of is that you may need to export the symbols you want to be available outside your library. Basically everything you don't export is invisible to users of your library. Exactly how you export, and whether you even need to by default, depends on your compiler.
For a dynamic library you also need to have all symbols resolved, which means the library can't depend on a function or variable that comes from outside the library. If my library uses a function called foo(), I need to include foo() in my library by writing it myself or by linking to another library that supplies it. I can't use foo() and just assume the user of my library will supply it. The linker won't know how to call a foo() that doesn't yet exist.
How does the compiled program get to be a library? It's obviously not an executable, so how do I turn, say 'test.cpp' into 'test.dll'?
It's similar to how you turn test.cpp into test.exe - compile and link. You pass options to the compiler to tell it whether to create an executable, a static library, or a dynamic library.
Once I get it to its format, how do I include it in another program?
In your source code, you include header files necessary to use the library, much as you would include a header file for code that's not in a library. You'll also need to include the library on your link line, telling the linker where to find the library. For many systems, creating a dynamic library generates two files, the shared library and a link library. It's the link library that you include on the link line.
Is there a standard place to put them, so that whatever compilers/linkers need them can find them easily?
There is an environment variable that tells the linker where to look for libraries. The name of that variable is different from one system to another. You can also tell the linker about additional places to look.
What is the difference (technically and practically) between a dynamic and static library?
A static library gets copied into the thing it is linked to. An executable will include a copy of the static library and can be run on another machine without also copying the static library.
A dynamic library stays in a separate file. The executable loads that separate file when it runs. You have to distribute a copy of the dynamic library with your program or it won't run. You can also replace the dynamic library with a new version, and as long as the new library has the same interface it will still run with the old executable. It also may save space if several executables use the same dynamic library. In fact dynamic libraries are often called shared libraries.
How would I use third party libraries in my code
Same as you would use one you created yourself, as described above.