Lua is spreading more and more throughout different areas of software, from embedded systems and mobile devices to the Web and the Internet of Things. Besides, it has a major role in the game industry, where knowledge of Lua has become an indisputable asset. Lua is the language of choice for anyone who needs a scripting language that is simple, efficient, extensible, portable, and free. Programming in Lua is the official book about the language, providing a solid base to any programmer who wants to use Lua. Authored by Roberto Ierusalimschy, the chief architect of the language, it covers all aspects of Lua 5---from the basics to its API with C. The book is the main source of programming patterns for Lua, with numerous code examples that help the reader to make the most of Lua's flexibility and powerful mechanisms. Programming in Lua is targeted at people with some programming background, but does not assume any prior knowledge about Lua or other scripting languages. This Fourth Edition updates the book to Lua 5.3 and marks a complete reorganization of the text. Building on his many years of experience teaching Lua, Roberto has restructured the book to present the material in a growing order of complexity, allowing the reader to better absorb the character of the language.
Authored by Roberto Ierusalimschy, the chief architect of the language, this volume covers all aspects of Lua 5---from the basics to its API with C---explaining how to make good use of its features and giving numerous code examples. (Computer Books)
This book shows how to build a "INFelecPHY GPS Unit" (IEP-GPS) tracking system for fleet management that is based on 3G and GPRS modules. This model should provide reliability since it deals with several protocols: 1) HTTP and HTTPS to navigate, download and upload in real time the information to a web server, 2) FTTP and FTTPS to handle in a non-real time the files to the web application, and 3) SMTP and POP3 to send and receive email directly from the unit in case of any alert. Similar to a mobile device, but without screen for display, it is multifunctional because it links to a GPRS module, a camera, a speaker, headphone, a keypad and screen.
Author: Kurt Jung
Publisher: John Wiley & Sons
Release Date: 2011-08-15
This book is for students and professionals who are intrigued by the prospect of learning and using a powerful language that provides a rich infrastructure for creating programs. No programming knowledge is necessary to benefit from this book except for the section on Lua bindings, which requires some familiarity with the C programming language. A certain comfort level with command-line operations, text editing, and directory structures is assumed. You need surprisingly little in the way of computer resources to learn and use Lua. This book focuses on Windows and Unix-like (including Linux) systems, but any operating system that supports a command shell should be suitable. You'll need a text editor to prepare and save Lua scripts. If you choose to extend Lua with libraries written in a programming language like C, you'll need a suitable software development kit. Many of these kits are freely available on the Internet but, unlike Lua, they can consume prodigious amounts of disk space and memory.
Author: Mike McShaffry
Release Date: 2014-09-30
It Is The Full Secret Of Game Coding. You can Also call It A complete Game Coding Guide. The book is organized into four parts: Game Programming Fundamentals (Chapters 1–4): Exposes some stuff that you’ll want in your game programming toolbox, like a good random-number generator. It also introduces the major components of games and how they interact. After you read the chapters in this part, you’ll have a good working knowledge of the real architecture that game developers use. Get Your Game Running (Chapters 8–9): It’s now time to learn how to get all of the main building blocks of your game together, including the initialization and shutdown code, the main loop, game actors, user interfaces, and input device code. You’ll find your first meaty game code examples. Often, many programming books just gloss over this stuff and jump right into the cool 3D code. But, in reality, this is the stuff you really need to know to create a successful game, no matter what type of game you want to build. Core Game Technologies (Chapters 10–18): The tougher code examples are in this section, such as 3D programming, scripting with Lua, game audio, physics, and AI programming. Advanced Topics and Bringing It All Together (Chapters 19–24): In this section, you’ll find chapters on networking, programming with threads, creating tools in C#, and bringing all the code in the book together to make a little game. You’ll also see some great debugging tricks and an entire chapter on how it feels to be there when you release a commercial game.
Author: Mike Shema
Publisher: McGraw Hill Professional
Release Date: 2014-02-07
Defend against today's most devious attacks Fully revised to include cutting-edge new tools for your security arsenal, Anti-Hacker Tool Kit, Fourth Edition reveals how to protect your network from a wide range of nefarious exploits. You'll get detailed explanations of each tool’s function along with best practices for configuration and implementation illustrated by code samples and up-to-date, real-world case studies. This new edition includes references to short videos that demonstrate several of the tools in action. Organized by category, this practical guide makes it easy to quickly find the solution you need to safeguard your system from the latest, most devastating hacks. Demonstrates how to configure and use these and other essential tools: Virtual machines and emulators: Oracle VirtualBox, VMware Player, VirtualPC, Parallels, and open-source options Vulnerability scanners: OpenVAS, Metasploit File system monitors: AIDE, Samhain, Tripwire Windows auditing tools: Nbtstat, Cain, MBSA, PsTools Command-line networking tools: Netcat, Cryptcat, Ncat, Socat Port forwarders and redirectors: SSH, Datapipe, FPipe, WinRelay Port scanners: Nmap, THC-Amap Network sniffers and injectors: WinDump, Wireshark, ettercap, hping, kismet, aircrack, snort Network defenses: firewalls, packet filters, and intrusion detection systems War dialers: ToneLoc, THC-Scan, WarVOX Web application hacking utilities: Nikto, HTTP utilities, ZAP, Sqlmap Password cracking and brute-force tools: John the Ripper, L0phtCrack, HashCat, pwdump, THC-Hydra Forensic utilities: dd, Sleuth Kit, Autopsy, Security Onion Privacy tools: Ghostery, Tor, GnuPG, Truecrypt, Pidgin-OTR
Get ready to dive headfirst into the world of programming! "Game Programming with Python, Lua, and Ruby" offers an in-depth look at these three flexible languages as they relate to creating games. No matter what your skill level as a programmer, this book provides the guidance you need. Each language is covered in its own section—you'll begin with the basics of syntax and style and then move on to more advanced topics. Follow along with each language or jump right to a specific section! Similar features in Python, Lua, and Ruby—including functions, string handling, data types, commenting, and arrays and strings—are examined. Learn how each language is used in popular game engines and projects, and jumpstart your programming expertise as you develop skills you'll use again and again!
Author: Daniel Regalado
Publisher: McGraw Hill Professional
Release Date: 2015-01-09
Cutting-edge techniques for finding and fixing critical security flaws Fortify your network and avert digital catastrophe with proven strategies from a team of security experts. Completely updated and featuring 12 new chapters, Gray Hat Hacking: The Ethical Hacker's Handbook, Fourth Edition explains the enemy’s current weapons, skills, and tactics and offers field-tested remedies, case studies, and ready-to-deploy testing labs. Find out how hackers gain access, overtake network devices, script and inject malicious code, and plunder Web applications and browsers. Android-based exploits, reverse engineering techniques, and cyber law are thoroughly covered in this state-of-the-art resource. Build and launch spoofing exploits with Ettercap and Evilgrade Induce error conditions and crash software using fuzzers Hack Cisco routers, switches, and network hardware Use advanced reverse engineering to exploit Windows and Linux software Bypass Windows Access Control and memory protection schemes Scan for flaws in Web applications using Fiddler and the x5 plugin Learn the use-after-free technique used in recent zero days Bypass Web authentication via MySQL type conversion and MD5 injection attacks Inject your shellcode into a browser's memory using the latest Heap Spray techniques Hijack Web browsers with Metasploit and the BeEF Injection Framework Neutralize ransomware before it takes control of your desktop Dissect Android malware with JEB and DAD decompilers Find one-day vulnerabilities with binary diffing
Author: Walter Goralski
Publisher: Morgan Kaufmann
Release Date: 2009-10-01
In 1994, W. Richard Stevens and Addison-Wesley published a networking classic: TCP/IP Illustrated. The model for that book was a brilliant, unfettered approach to networking concepts that has proven itself over time to be popular with readers of beginning to intermediate networking knowledge. The Illustrated Network takes this time-honored approach and modernizes it by creating not only a much larger and more complicated network, but also by incorporating all the networking advancements that have taken place since the mid-1990s, which are many. This book takes the popular Stevens approach and modernizes it, employing 2008 equipment, operating systems, and router vendors. It presents an ?illustrated? explanation of how TCP/IP works with consistent examples from a real, working network configuration that includes servers, routers, and workstations. Diagnostic traces allow the reader to follow the discussion with unprecedented clarity and precision. True to the title of the book, there are 330+ diagrams and screen shots, as well as topology diagrams and a unique repeating chapter opening diagram. Illustrations are also used as end-of-chapter questions. A complete and modern network was assembled to write this book, with all the material coming from real objects connected and running on the network, not assumptions. Presents a real world networking scenario the way the reader sees them in a device-agnostic world. Doesn't preach one platform or the other. Here are ten key differences between the two: Stevens Goralski's Older operating systems (AIX,svr4,etc.) Newer OSs (XP, Linux, FreeBSD, etc.) Two routers (Cisco, Telebit (obsolete)) Two routers (M-series, J-series) Slow Ethernet and SLIP link Fast Ethernet, Gigabit Ethernet, and SONET/SDH links (modern) Tcpdump for traces Newer, better utility to capture traces (Ethereal, now has a new name!) No IPSec IPSec No multicast Multicast No router security discussed Firewall routers detailed No Web Full Web browser HTML consideration No IPv6 IPv6 overview Few configuration details More configuration details (ie, SSH, SSL, MPLS, ATM/FR consideration, wireless LANS, OSPF and BGP routing protocols New Modern Approach to Popular Topic Adopts the popular Stevens approach and modernizes it, giving the reader insights into the most up-to-date network equipment, operating systems, and router vendors. Shows and Tells Presents an illustrated explanation of how TCP/IP works with consistent examples from a real, working network configuration that includes servers, routers, and workstations, allowing the reader to follow the discussion with unprecedented clarity and precision. Over 330 Illustrations True to the title, there are 330 diagrams, screen shots, topology diagrams, and a unique repeating chapter opening diagram to reinforce concepts Based on Actual Networks A complete and modern network was assembled to write this book, with all the material coming from real objects connected and running on the network, bringing the real world, not theory, into sharp focus.
Extreme Programming (XP) may be the world's hottest software methodology: a lightweight, programmer-friendly approach that is delivering breakthrough results in a wide range of projects worldwide. This book brings together the proceedings of the first global XP conference: the collected "best practices" wisdom from the world's leading XP practitioners. This collection brings together case studies, experiences, and research related to all aspects of XP. It starts with the foundations, then moves on to process, practices, tool support, experiences, and the future: opportunities to apply XP in an even wider range of projects and applications. Among the many highlights: Martin Fowler's discussion of the role of design in XP methodologies; new insights into scalability and organization; an in-depth analysis of XP pair programming; new attempts to integrate XP with UML; and exciting new approaches to rapid modeling of software systems. For software professionals concerned with accelerating software development and improving software quality throughout their organizations.