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Showing 1 - 7 of 7 matches in All Departments
"Spyware and Adware" introduces detailed, organized, technical information exclusively on spyware and adware, including defensive techniques. This book not only brings together current sources of information on spyware and adware but also looks at the future direction of this field. "Spyware and Adware" is a reference book designed for researchers and professors in computer science, as well as a secondary text for advanced-level students. This book is also suitable for practitioners in industry.
Our Internet-connected society increasingly relies on computers. As a result, attacks on computers from malicious software have never been a bigger concern. Computer Viruses and Malware draws together hundreds of sources to provide an unprecedented view of malicious software and its countermeasures. This book discusses both the technical and human factors involved in computer viruses, worms, and anti-virus software. It also looks at the application of malicious software to computer crime and information warfare. Computer Viruses and Malware is designed for a professional audience composed of researchers and practitioners in industry. This book is also suitable as a secondary text for advanced-level students in computer science.
Our modern culture is increasingly expressed in the form of digital artifacts, yet archaeology is in its infancy when it comes to researching and understanding them. The study and reverse engineering of digital artifacts is no longer the exclusive domain of computer scientists. Presented by way of analogy to the process of archaeological fieldwork familiar to readers, the 1986 Electronic Arts game Amnesia is used as a vehicle to explain the procedure and thought process required to reverse engineer a digital artifact. As a go-to reference to learn how to begin studying the digital, Amnesia is shown to be a multi-layered artifact with a complex backstory; through it, topics in data compression, copy protection, memory management, and programming languages are covered.
Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.
Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.
Spyware and Adware introduces detailed, organized, technical information exclusively on spyware and adware, including defensive techniques. This book not only brings together current sources of information on spyware and adware but also looks at the future direction of this field. Spyware and Adware is a reference book designed for researchers and professors in computer science, as well as a secondary text for advanced-level students. This book is also suitable for practitioners in industry.
Our Internet-connected society increasingly relies on computers. As a result, attacks on computers from malicious software have never been a bigger concern. Computer Viruses and Malware draws together hundreds of sources to provide an unprecedented view of malicious software and its countermeasures. This book discusses both the technical and human factors involved in computer viruses, worms, and anti-virus software. It also looks at the application of malicious software to computer crime and information warfare. Computer Viruses and Malware is designed for a professional audience composed of researchers and practitioners in industry. This book is also suitable as a secondary text for advanced-level students in computer science.
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