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hooking : ウィキペディア英語版
hooking
In computer programming, the term hooking covers a range of techniques used to alter or augment the behavior of an operating system, of applications, or of other software components by intercepting function calls or messages or events passed between software components. Code that handles such intercepted function calls, events or messages is called a "hook".
Hooking is used for many purposes, including debugging and extending functionality.
Examples might include intercepting keyboard or mouse event messages before they reach an application, or intercepting operating system calls in order to monitor behavior or modify the function of an application or other component. It is also widely used in benchmarking programs, for example frame rate measuring in 3D games, where the output and input is done through hooking.
Hooking can also be used by malicious code. For example, rootkits, pieces of software that try to make themselves invisible by faking the output of API calls that would otherwise reveal their existence, often use hooking techniques. A wallhack is another example of malicious behavior that can stem from hooking techniques. It is done by intercepting function calls in a computer game and altering what is shown to the player to allow them to gain an unfair advantage over other players.
== Methods ==
Typically hooks are inserted while software is already running, but hooking is a tactic that can also be employed prior to the application being started. Both these techniques are described in greater detail below.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「hooking」の詳細全文を読む



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