"Hugo Cornwall "The Hacker's handbook"" - читать интересную книгу автораto play games.
This book uses the word in a more restricted sense: hacking is a recreational and educational sport. It consists of attempting to make unauthorised entry into computers and to explore what is there. The sport's aims and purposes have been widely misunderstood; most hackers are not interested in perpetrating massive frauds, modifying their personal banking, taxation and employee records, or inducing one world super-power into inadvertently commencing Armageddon in the mistaken belief that another super-power is about to attack it. Every hacker I have ever come across has been quite clear about where the fun lies: it is in developing an understanding of a system and finally producing the skills and tools to defeat it. In the vast majority of cases, the process of 'getting in' is much more satisfying than what is discovered in the protected computer files. In this respect, the hacker is the direct descendant of the phone phreaks of fifteen years ago. Phone phreaking became interesting as intra-nation and international subscriber trunk dialling was introduced, but when the London-based phreak finally chained his way through to Hawaii, he usually had no one there to speak to except the local weather service or American Express office, to confirm that the desired target had indeed been hit. One of the earliest of the present generation of hackers, Susan Headley, only 17 when she began her exploits in California in 1977, chose as her target the local phone company and, with the information extracted from her hacks, ran all over the telephone network. She 'retired' four years later, when system. There is also a strong affinity with program copy-protection crunchers. Most commercial software for micros is sold in a form to prevent obvious casual copying, say by loading a cassette, cartridge or disk into memory and then executing a 'save' on to a blank cassette or disk. Copy-protection devices vary greatly in their methodology and sophistication and there are those who, without any commercial motive, enjoy nothing so much as defeating them. Every computer buff has met at least one cruncher with a vast store of commercial programs, all of which have somehow had the protection removed--and perhaps the main title subtly altered to show the cruncher's technical skills--but which are then never actually used at all. Perhaps I should tell you what you can reasonably expect from this handbook. Hacking is an activity like few others: it is semi-legal, seldom encouraged, and in its full extent so vast that no individual or group, short of an organisation like GCHQ or NSA, could hope to grasp a fraction of the possibilities. So this is not one of those books with titles like Games Programming with the 6502 where, if the book is any good and if you are any good, you will emerge with some mastery of the subject-matter. The aim of this book is merely to give you some grasp of methodology, help you develop the appropriate attitudes and skills, provide essential background and some referencing material--and point you in the right directions for more |
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