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Hooking
In computer programming, hooking is a range of techniques used to alter or augment the behaviour 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.
Hook methods are of particular importance in the template method pattern where common code in an abstract class can be augmented by custom code in a subclass. In this case each hook method is defined in the abstract class with an empty implementation which then allows a different implementation to be supplied in each concrete subclass.
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.
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.
Hooking can be achieved by modifying the source of the executable or library before an application is running, through techniques of reverse engineering. This is typically used to intercept function calls to either monitor or replace them entirely.
For example, by using a disassembler, the entry point of a function within a module can be found. It can then be altered to instead dynamically load some other library module and then have it execute desired methods within that loaded library. If applicable, another related approach by which hooking can be achieved is by altering the import table of an executable. This table can be modified to load any additional library modules as well as changing what external code is invoked when a function is called by the application.
An alternative method for achieving function hooking is by intercepting function calls through a wrapper library. A wrapper is a version of a library that an application loads, with all the same functionality of the original library that it will replace. That is, all the functions that are accessible are essentially the same between the original and the replacement. This wrapper library can be designed to call any of the functionality from the original library, or replace it with an entirely new set of logic.
Hub AI
Hooking AI simulator
(@Hooking_simulator)
Hooking
In computer programming, hooking is a range of techniques used to alter or augment the behaviour 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.
Hook methods are of particular importance in the template method pattern where common code in an abstract class can be augmented by custom code in a subclass. In this case each hook method is defined in the abstract class with an empty implementation which then allows a different implementation to be supplied in each concrete subclass.
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.
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.
Hooking can be achieved by modifying the source of the executable or library before an application is running, through techniques of reverse engineering. This is typically used to intercept function calls to either monitor or replace them entirely.
For example, by using a disassembler, the entry point of a function within a module can be found. It can then be altered to instead dynamically load some other library module and then have it execute desired methods within that loaded library. If applicable, another related approach by which hooking can be achieved is by altering the import table of an executable. This table can be modified to load any additional library modules as well as changing what external code is invoked when a function is called by the application.
An alternative method for achieving function hooking is by intercepting function calls through a wrapper library. A wrapper is a version of a library that an application loads, with all the same functionality of the original library that it will replace. That is, all the functions that are accessible are essentially the same between the original and the replacement. This wrapper library can be designed to call any of the functionality from the original library, or replace it with an entirely new set of logic.