How software works the magic behind encryption, CGI, search engines, and other everyday technologies

How Software Works explains everyday software to the non-programmer.

Detalles Bibliográficos
Otros Autores: Spraul, V. Anton, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: San Francisco, California : No Starch Press 2015.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629628906719
Tabla de Contenidos:
  • About the Author ; About the Technical Reviewer ; Brief Contents ; Contents in Detail ; Acknowledgments; Introduction; Who This Book Is For ; Topics Covered; Behind the Magic; Chapter 1: Encryption; The Goal of Encryption; Transposition: Same Data, Different Order; Cipher Keys; Attacking the Encryption; Substitution: Replacing Data; Varying the Substitution Pattern; Key Expansion; The Advanced Encryption Standard ; Binary Basics; AES Encryption: The Big Picture; Key Expansion in AES ; AES Encryption Rounds; Block Chaining; Why AES Is Secure; Possible AES Attacks
  • The Limits of Private-Key EncryptionChapter 2: Passwords; Transforming a Password into a Number; Properties of Good Hash Functions; The MD5 Hash Function; Encoding the Password; Bitwise Operations; MD5 Hashing Rounds; Meeting the Criteria of a Good Hash Function; Digital Signatures; The Problem of Identity; Collision Attacks; Passwords in Authentication Systems; The Dangers of Password Tables; Hashing Passwords; Dictionary Attacks; Hash Tables; Hash Chaining; Iterative Hashing; Salting Passwords; Are Password Tables Safe?; Password Storage Services; A Final Thought; Chapter 3: Web Security
  • How Public-Key Cryptography Solves the Shared Key ProblemMath Tools for Public-Key Cryptography; Invertible Functions; One-Way Functions; Trapdoor Functions; The RSA Encryption Method; Creating the Keys; Encrypting Data with RSA; RSA Effectiveness ; RSA Use in the Real World; RSA for Authentication; Security on the Web: HTTPS; Handshaking; Transmitting Data Under HTTPS; The Shared Key Problem Solved?; Chapter 4: Movie CGI; Software for Traditional Animation; How Digital Images Work; How Colors Are Defined; How Software Makes Cel Animations
  • From Cel Animation Software to Rendered 2D Graphics Software for 3D CGI; How 3D Scenes Are Described; The Virtual Camera; Direct Lighting; Global Illumination; How Light Is Traced; Full-Scene Anti-Aliasing; Combining the Real and the Fake; The Ideal of Movie-Quality Rendering; Chapter 5: Game Graphics; Hardware for Real-Time Graphics; Why Games Don't Ray Trace; All Lines and No Curves; Projection Without Ray Tracing; Rendering Triangles; The Painter's Algorithm; Depth Buffering; Real-Time Lighting; Shadows; Ambient Light and Ambient Occlusion; Texture Mapping; Nearest-Neighbor Sampling
  • Bilinear FilteringMipmaps; Trilinear Filtering; Reflections; Faking Curves; Distant Impostors; Bump Mapping; Tessellation; Anti-Aliasing in Real Time; Supersampling; Multisampling; Post-Process Anti-Aliasing; The Rendering Budget; What's Next in Game Graphics; Chapter 6: Data Compression; Run-Length Encoding; Dictionary Compression; The Basic Method; Huffman Encoding; Reorganizing Data for Better Compression; Predictive Encoding; Quantization; JPEG Images; A Different Way to Store Colors; The Discrete Cosine Transformation; The DCT for Two Dimensions; Compressing the Results
  • JPEG Picture Quality