Know your program: introduction to PE/COFF

I decided to write a series of articles which deal with topics that are slightly beyond interests of entry level programmer, but are essential for moving ahead. It would be overview giving general idea of how your programs actually work from operational system perspective. Therefore I named this series "Know your program ...".

Today's subject is the format of Windows executable file. Windows as dominating desktop OS has an enormous army of software developers including myself. But the product of compilation and linking for many programmers is a black box. I would admit that it is a bit tangled, but not to the extent that would repulse us from enjoying its disassembling. To start with let's consider the basics.

Basics

The way executable is loaded and the very format of it may tell a lot about operational system. For example, MS-DOS .COM format which contained code and data in one 64K memory segment was good for systems that operated with little memory available. It didn't contain any headers and was loaded to a fixed address. When time passed and size of memory available for software increased, other formats were introduced, which allowed to place code and data in different memory regions and load executable file at different locations.

More advanced formats divide file into sections, so that when the file is loaded, sections are loaded into split up memory regions. Dissecting the executable file helped managing its parts and reduced safety issues, because operational system could set specific access permissions for different memory regions. It is quite reasonable, for example, to revoke write access from code section or forbid execution of instructions located in data sections.

The most important high-level sections are code and data sections. Since we are speaking about Microsoft's standard, let's cling to the their naming convention:

  • code section .text
  • data sections .data
  • read-only data section .rdata

The designation of code section is quite clear, but probably it is worth stopping at data sections to look what kind of data they contain.

Section .data is read-write area containing global and static variables, while automatic variables are allocated on stack at runtime. As you remember, uninitialized global variables are automatically initialized with zeros. Such region with uninitialized global variables was historically called .bss section, which when allocated was fully zeroed. But Microsoft linker despite disabled optimization may merge .bss section with .data. So both initialized and uninitialized global variables may go to the .data section. That was the case with the program I used for demo, the only reason for this may be saving in image size.

Section .rdata is read-only memory region, it keeps, for example, string literals which you use in your program or global constant arrays. If you think that other global constant variables also go to this section, you may be wrong. Constant variables of built-in types most likely will be subject for direct substitution, while user defined classes or structures which you make global and constant will go together with uninitialized global variables. And violation of their constancy is guarded by compiler at compile time, while trying to overwrite string literal in .rdata is a run-time error generated by memory page protection mechanism. As an illustration to what was said look at the following snippet with global variables and comments where they could be found:

 // this is global scope! int a=1; //goes to .data  int b;	//goes to .data (should go to .bss) const int c=0x00ff00ff;	//is not allocated, substituted by value    const int constArray[] = {1,2,3,4,5,6,7,8,9}; //goes to .rdata int mutableArray[] = {0xa, 0xb, 0xc, 0xd, 0xe, 0xf}; //goes to .data  int uninitArray[10]; //goes to .data (should go to .bss)  char str1[]= "Hello read-write world!"; //string literal is not allocated, array goes to .data char *str2 = "Hello read-only world!"; //string literal goes to .rdata, pointer goes to .data  
SomeClass t;		//goes to .data (should go to .bss) const SomeClass ct; //goes to .data (should go to .bss)  

If you declared some global variables and don't use them in your code, most probably you won't find them in data sections, it depends on linker's optimization settings.

In addition to read-only data defined by user and startup code .rdata section contains a number of special sections and data structures defined by Microsoft such as import and export data. Some of these data structures will be discussed later.

Beside sections another important concept is relocations. Generally relocation means overwriting some address in the code with another value, by which we achieve "relocating" referenced object. When for example you want to pass some variable to your function, address of that variable is used (if passing by value, address is required to read and copy the value, if passing by reference the address itself is passed). As I mentioned contemporary operational system may load an executable at address that may differ from one set by linker. In that case all absolute address references in the code must be rewritten with the fixed values which take into account the difference between default and actual loading addresses. This is called "base relocation" and we will stop at this a bit later.

Brief history

One of the first executable formats that supported sections and relocations was "a.out". It was actively used in Unix systems in the era of PDP machines and some time later. It got its name after the default name of file that would be produced by a linker. After some time a.out was replaced with COFF format which made possible to support a variable number of sections and name them. This was big step ahead, it allowed to use shared libraries. But still there were limitations which caused different system vendors to "expand" the COFF standard. In Windows world such an extension became PE/COFF format introduced by Microsoft with Windows NT 3.1, where PE stands for "Portable Executable".

For Microsoft it was important milestone, it was cheap extendable solution that met the requirements of changing world. After DOS .COM, MZ executable and NE formats, old and tested in UNIX environment COFF was adopted to Windows. Later it was extended to support 64-bit platforms, this modification was named PE+ or PE32+. Since we have been using this format over 15 years, we can say it wasn't a bad choice.

Some details

First let's look at an executable file layout. The COFF format is respectively simple: in the beginning there is some header area which tells the OS loader what and where is located in the file. This header area contains three headers: COFF header, Optional Header and Section Table. Header area is followed by sections data.

Microsoft slightly changed layout and placed in the very beginning small DOS program which displays the message "This program cannot be run in DOS mode" (if run in DOS, of course). Another place that was significantly extended was Optional header, where specific windows fields were appended as well as Data Directories Table:

General layout of PE/COFF file

Lower is a brief headers overview where I intentionally don't go to distractive details such as offset and sizes. Some of this information is provided in demo section and you can also find full specification and more detailed descriptions by links in Reference section.

COFF header

This header is the most general. It doesn't contain much useful for programmer information, but it contains two important for us values:

  • size of the following header
  • size of Sections table (more exact number of sections).

See demo section for more details.

Optional header

It consists of three areas:

Standard fields

Mostly these header contains generalized information about code and data section. The most interesting fields are:

  • magic number (tells what we have: PE or PE+)
  • size of code sections
  • size of data sections
  • base of code
  • base of data (not present in PE32+)
  • entry point

Since PE file may contain a number of data sections, the section size fields contain the sum of all sections of corresponding type (code or data). This information generalize data that we can get from Section Table. See demo section for more details.

Windows-specific fields

This header is much more interesting, it has 21 fields, but one third of them are version numbers. Among others I would draw your attention to the following fields:

  • image base
  • size of image (when loaded)
  • size of headers
  • subsystem (as native, GUI, console and others including XBOX!)
  • stack sizes (commit and reserve)
  • heap sizes (commit and reserve)
  • number of directories (effective size of next header)

Here you find a whole bunch of fields that you can affect with linker options such as:

  • /SUBSYSTEM
  • /BASE
  • /HEAP
  • /STACK

Data directories

Data directories is a simple array of 8-byte structures:

struct { DWORD VirtualAddress; DWORD Size; };

Each record corresponds to some data structure defined by Microsoft. They have different formats and meanings but are essential for Windows loader and their order in the array is predefined. For example, zero index is directory for export section, next is import section, then follows resource section and so on. The format of each entry is described in PE/COFF specification. Normally the size of directories header is 16 entries. You can see the order of directories in the demo.

Section table

Section table is native COFF header and it is an array of more complex (than data directory) structures which describes the high-level sections. I use word high-level because these sections are "accessible" from section table (native COFF high-level header) and some of them may contain other special sections and data tables defined by Microsoft and referenced by directories. For example, .rdata may contain export, import, debug and other section. Some special sections (managed by directories header) may be also referenced in COFF section table (i.e. be high-level), for example, .reloc and .rsrc.

Typical section layout

To discuss sections we need first consider how the image file is loaded into the process memory space. The virtual address at which the image mapping starts is called image base. But this mapping is not direct. After mapping headers area, "file sections" are mapped separately to memory regions, and as was mentioned special access permissions may be set for those regions. Real sections usually have different size (it may be greater or less) and are split up.

Because image base may be different, it is convenient to address objects by RVA (relative virtual address) which is there offset from the base. At the illustration below you can see "real scale" image mapping, some RVAs are also shown. It is clearly shown that sections are split into memory regions which are at 1K distance from each other and the size of loaded image is more than three times greater than the file size. The file used for the example is dumped below in the demo part of the article.

Mapping sections onto process virtual memory (real scaling)
Mapping sections onto process virtual memory (real scaling)

Now let's return to the section table. As it was said, it is an array of the structures, each of which corresponds with a section. The most important for us fields of the structures are:

  • section name
  • RVA (offset from the base when loaded)
  • size when loaded
  • pointer within file (to raw data)
  • size in the file (of raw data)
  • characteristics

Having the knowledge of offsets and sizes we easily can locate sections in the file and in the process memory. The characteristics field contains flags specifying the section properties. For executable files these properties tell what kind of data is contained in the section: code, initialized data, uninitialized data; what access rights are set for the section : read, write, execute; here also go some special attributes defining if the section can be shared, cached or paged.

I'd like also mention that beside regular sections provided by compiler and linker, you can define in your program your own sections. It can be done with help of DEF file or with #pragma directives. Microsoft compiler supports the following directives for working with sections: section, bss_seq, code_seq, const_seq, data_seq. Here is an example of how they could be used:

 //specifying sections with predefined attributes: #pragma bss_seg(".myBss") int i;                         // stored in "myBss" #pragma bss_seg()                //restoring section int j;                         // stored in ".bss"  void func1(){}                 // stored in .text  #pragma code_seg(".myText") void func2() { }               // stored in "myText"  const char str1[]= "str1";     // stored in .rdata  #pragma const_seg(".myRdata") const char str2[]= "str2";     // stored in .myRdata  #pragma data_seg(".myData") int k = 1;                     // stored in "myData" #pragma data_seg()               //restoring ".data"  //specifying custom set of attributes: creating shared section  #pragma section("shared",read,write,shared)  
__declspec(allocate("shared")) // affects only the following declaration int l = 0;                     // stored in "shared" int m = 1;                     // stored in ".data"  

Reasons for creating additional sections may be different. In my practice I used custom sections for sharing data among processes originated from one image and it looked like very effective solution.

This ends the headers overview, but the specification contains a number of special sections and structures that are important for programmers. Among them there are import, export and tls sections; sections used in object files also deserve some attention. But in this article I'm going to make a little stop at relocations.

Relocations

Let's look how relocations work.

Suppose we have the following code:

 int a=1; //goes to .data  int b;	//goes to .data (should go to .bss)  int sum(int a, int b) {return a+b;} int main(int argc, char** argv) { 	b=2; 	a=sum(a,b);         return 0; }  

let's disassemble the sum() function call:

 0x40107D: A1CC334000             MOV         EAX, [0x4033CC] 0x401082: 50                     PUSH        EAX             ;pushing b    0x401083: 8B0D18304000           MOV         ECX, [0x403018] 0x401089: 51                     PUSH        ECX             ;pushing a 0x40108A: E8B1FFFFFF             CALL        0x401040        ;calling sum()  0x40108F: 83C408                 ADD         ESP,0x8  
 

this excerpt of .text section contains 3 address references: addresses of variables a and b which are absolute, and address of sum() which is relative because E8 CALL uses offset from next instruction. Relative address doesn't require relocation because it doesn't depend on image base.

As we see, linker calculated absolute addresses assuming that image base is 0x400000: 
&a = base +RVA(a) = 0x400000+0x3018 = 0x403018 //RVA is in .data
&b = base +RVA(b) = 0x400000+0x33cc = 0x4033cc //RVA ss in .data uninitialized region

You can look at the last picture (section mapping) to see that the RVAs belong to .data section (as was expected). Now assume that somehow image is loaded not to the 0x400000. This can happen if executable is loaded as dll (it's quite possible, why not?). Since default base is already occupied by image of the host program, OS loader will load our image at another location, say, to the 0x1000000. In this case absolute addresses should be increased by 0x600000, how could this be done? The only way is to remember all address occurrences in a table, relocation table. The relocation section contains all these occurrences, if we decrypt it, we will find the following records: 
RVA TYPE
...
0x0000107E, HIGHLOW
0x00001085, HIGHLOW
...
, where RVA is address of occurrence and TYPE is the way how to apply changes to an address. Since the loader knows difference between image base specified by linker and real one, it is easy to go through the relocation tables and apply changes to all addresses referenced there (according to TYPE value).

Relocation tables in PE files are called "base relocation" tables, they are used only if image is loaded to other base than is specified in Optional Header. If loader managed to load image to base specified by linker, the relocation section is completely ignored by loader.

Of course, relocation process slows down image loading and sometimes it could be avoided. Usually you can speed up loading DLL's specifying for them different image bases. If you know that your executable will load some of your DLLs, you can look at Optional Headers of these DLLs, see how big they are when loaded, and map them manually, specifying at linking time appropriate image base for these DLLs. If you don't do this the first DLL will be loaded at address 0x1000000 and all others will go through relocation process.

Hex dump demo

It's time to take a look at a small demo I prepared to illustrate my story. It is marked hex dump of a real file, you can hover the marked blocks to make their description visible (I hope you have JavaScript turned on). In these brief descriptions you can find more details than I provided above and they may serve for quick lookup. The demo fully covers the headers area and section markup, not touching sections' internals. My goal was to give you one look overview of a file, which is hard to get with a reference book aside or using PE browsing programs that use separate windows with data fields for each header.

As a lab rat I used a simple program, parts of which you could see in the article. It contains various global variables, private and exported functions:

#include "stdio.h"  class SomeClass{ public: 	int first; 	char *second; 	SomeClass(): first(0), second("Second\n") 	{ 		printf("%s", second); 	} };  int a=1; //goes to .data  int b;	//goes to .data (should go to .bss) const int c=0x00ff00ff;	//is not allocated, substituted by value    const int constArray[] = {1,2,3,4,5,6,7,8,9}; //goes to .rdata int mutableArray[] = {0xa, 0xb, 0xc, 0xd, 0xe, 0xf}; //goes to .data  int uninitArray[10]; //goes to .data (should go to .bss)  char str1[]= "Hello read-write world!"; //string literal is not allocated, array goes to .data char *str2 = "Hello read-only world!"; //string literal goes to .rdata, pointer goes to .data  
SomeClass t;		//goes to .data (should go to .bss) const SomeClass ct; //goes to .data (should go to .bss)  
 int sum(int a, int b) {return a+b;} __declspec(dllexport) void hello() {printf("Hello!\n");}  int main(int argc, char** argv) { 	b=2; 	a=sum(a,b); 	printf("%d\n", c); 	printf("%d\n", constArray[1]); 	printf("%d\n", mutableArray[1]); 	printf("%d\n", uninitArray[1]); 	printf("%s", str1); 	printf("%s", str2); 	printf("%s", t.second); 	printf("%s", ct.second); 	hello(); 	return 0; }

It was build with Microsoft Visual Studio as 32-bit application, I didn't play much with project settings except disabling compiler's optimization. Release version of executable which I got was 7680 bytes. It is quite modest size which allowed me to publish the hex dump in full:

000000
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54 ed c3 b8 49 bf 50 b8 54 ed c5 b8 4b bf 50 b8
54 ed d3 b8 5e bf 50 b8 54 ed d4 b8 48 bf 50 b8
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54 ed da b8 4b bf 50 b8 54 ed c2 b8 4b bf 50 b8
54 ed c1 b8 4b bf 50 b8 52 69 63 68 4a bf 50 b8
00 00 00 00 00 00 00 00 
50 45 00 00 4c 01 05 00
4f c6 88 4d 00 00 00 00 00 00 00 00 e0 00 02 01
0b 01 09 00 00 0a 00 00 00 10 00 00 00 00 00 00
f3 13 00 00 00 10 00 00 00 20 00 00 
00 00 40 00
00 10 00 00 00 02 00 00 05 00 00 00 00 00 00 00
05 00 00 00 00 00 00 00 00 60 00 00 00 04 00 00
c8 f5 00 00 03 00 40 81 00 00 10 00 00 10 00 00
00 00 10 00 00 10 00 00 00 00 00 00 10 00 00 00
40 26 00 00 4e 00 00 00 84 22 00 00 3c 00 00 00
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68 21 00 00 40 00 00 00 00 00 00 00 00 00 00 00
00 20 00 00 a8 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

2e 74 65 78 74 00 00 00 5f 09 00 00 00 10 00 00
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00 00 00 00 20 00 00 60 
2e 72 64 61 74 61 00 00
8e 06 00 00 00 20 00 00 00 08 00 00 00 0e 00 00
00 00 00 00 00 00 00 00 00 00 00 00 40 00 00 40
2e 64 61 74 61 00 00 00 f8 03 00 00 00 30 00 00
00 02 00 00 00 16 00 00 00 00 00 00 00 00 00 00
00 00 00 00 40 00 00 c0 
2e 72 73 72 63 00 00 00
b0 02 00 00 00 40 00 00 00 04 00 00 00 18 00 00
00 00 00 00 00 00 00 00 00 00 00 00 40 00 00 40
2e 72 65 6c 6f 63 00 00 d0 01 00 00 00 50 00 00
00 02 00 00 00 1c 00 00 00 00 00 00 00 00 00 00
00 00 00 00 40 00 00 42 
00 00 00 00 00 00 00 00
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00 10 00 00 64 01 00 00 16 30 22 30 28 30 54 30
5a 30 75 30 7e 30 85 30 93 30 9d 30 a3 30 ac 30
b2 30 b8 30 c0 30 c6 30 cc 30 d5 30 db 30 e1 30
e9 30 ee 30 f4 30 fd 30 03 31 09 31 11 31 17 31
1d 31 26 31 2c 31 32 31 44 31 52 31 5c 31 63 31
69 31 6e 31 73 31 78 31 7d 31 83 31 8b 31 9f 31
ba 31 c3 31 de 31 e8 31 fb 31 05 32 0a 32 0f 32
31 32 36 32 3f 32 44 32 51 32 62 32 68 32 6f 32
83 32 88 32 8e 32 96 32 9c 32 a2 32 af 32 b5 32
be 32 dd 32 e5 32 ee 32 f4 32 fc 32 08 33 1a 33
25 33 2b 33 74 33 7a 33 82 33 89 33 8e 33 94 33
9a 33 a2 33 a8 33 af 33 b6 33 c6 33 ce 33 d4 33
e0 33 eb 33 09 34 0f 34 15 34 1b 34 21 34 27 34
2e 34 35 34 3c 34 43 34 4a 34 51 34 58 34 60 34
68 34 70 34 7c 34 85 34 8a 34 90 34 9a 34 a3 34
ae 34 ba 34 bf 34 cf 34 d4 34 da 34 e0 34 f6 34
fd 34 46 35 4c 35 56 35 5d 35 68 35 6e 35 82 35
97 35 a2 35 ba 35 d0 35 dd 35 1a 36 1f 36 40 36
45 36 64 36 08 37 0d 37 1f 37 3d 37 51 37 57 37
c0 37 c6 37 cd 37 ea 37 37 38 3c 38 81 38 a4 38
b1 38 bd 38 c5 38 cd 38 d9 38 fd 38 05 39 10 39
16 39 1c 39 22 39 28 39 2e 39 34 39 3a 39 44 39
54 39 00 00 00 20 00 00 24 00 00 00 ac 30 b0 30
b4 30 c0 30 c4 30 ec 30 f0 30 a4 31 a8 31 3c 32
40 32 60 32 7c 32 80 32 00 30 00 00 0c 00 00 00
4c 30 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Conclusion

This article was designed as a gentle introduction to the PE/COFF format. I touched the ideas behind the format and simple practical implications. The general layout of PE/COFF was shown, the legacy part of it and Microsoft extensions of headers were covered. I didn't touch the big part of the specification dealing with special sections and data structures planning to write other articles where they could be approached from the practical side. To look a bit deeper into the format I recommend great articles by Matt Pietrek mentioned in Reference section and the specification itself.

References and links

  1. Freeware tool for exploring PE files from SmidgeonSoft: PEBrowsePro
  2. Microsoft Portable Executable and Common Object File Format Specification
  3. Great Matt Pietrek's article about PE/COFF format (MSDN Magazine, March 1994)
  4. An In-Depth Look into the Win32 Portable Executable File Format, Part 1 (MSDN Magazine, February 2002)
  5. An In-Depth Look into the Win32 Portable Executable File Format, Part 2 (MSDN Magazine, February 2002)
  6. COFF format
  7. The NE EXE File Format
  8. The MZ EXE File Format
  9. The MS-DOS COM Executable File Format

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