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Using Overlays
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 Overlays allow programs to run in less memory than they normally require.
 Overlays are pieces of your program that are loaded into memory by an
 overlay manager only when they are needed, removed when they are finished
 and the memory they occupy is needed by other overlay.  Instead of trying
 to shoehorn your entire program into memory at once, overlays leave parts
 of it on disk or in EMS or XMS memory.  The program pulls code into memory
 only when it is required.

 The WarpLink overlay manager loads as many overlays into memory as can fit
 into an area of memory called the overlay pool.  The overlay pool is 
 allocated when the program begins and can vary in size according to the 
 overlay option settings.  If the amount of memory you specify for the 
 overlay pool is not available after the program loads, the WarpLink overlay 
 manager will try to use a smaller amount.  The size used is based upon the
 minimum memory needed to load the largest overlay.  Selection of overlays
 for the pool occurs dynamically, i.e., at runtime.  Therefore, WarpLink is a
 dynamic overlay linker.  WarpLink does not use the linktime, or static, 
 overlay schemes that some other linkers use because they can require loading
 only one overlay at a time, carefully planning where each overlay will load
 in a program, and leaving one or more overlay area "holes" in a program.  
 Dynamic overlay schemes usually perform faster and make much more efficient
 use of memory than static ones.

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