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How software works : the magic behind encryption, CGI, search engines, and other everyday technologies / by V. Anton Spraul.
- Format:
- Book
- Author/Creator:
- Spraul, V. Anton, author.
- Language:
- English
- Subjects (All):
- Electronic data processing--Popular works.
- Electronic data processing.
- Computer software--Popular works.
- Computer software.
- Computer networks--Popular works.
- Computer networks.
- Physical Description:
- 1 online resource (217 p.)
- Edition:
- 1st edition
- Place of Publication:
- San Francisco, California : No Starch Press, 2015.
- Language Note:
- English
- System Details:
- text file
- Summary:
- How Software Works explains everyday software to the non-programmer.
- Contents:
- 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
- Notes:
- Includes index.
- Description based on print version record.
- ISBN:
- 9781457189968
- 1457189968
- 9781593277178
- 1593277172
- 9781593276669
- 1593276664
- OCLC:
- 919509027
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