"C # Network programming advanced chapter of the Web game-aided design (scanning version)"

Source: Internet
Author: User

C # Network programming advanced chapter of the Web game aided design, through the writing of C # Network programming language representative of the example, to the reader in-depth detailed explanation of how to use the C # language for Web game-aided design. This book guides readers through a lot of code to learn and master the method of C # Network application programming and the design technology of Web game Assistant program. "C # Network programming advanced chapter of the Web Game Assistant Program Design" covers the areas of multi-threaded programming technology, Socket sockets programming, TCP protocol programming, HTTP protocol programming, remote control technology, Trojan Horse technology, analog keyboard and mouse technology, web game-aided design technology. "C # Network programming advanced chapter of the Web Game Assistant Program Design" can be used as the University of Computer science and related professional C # language course teaching materials, but also suitable for a certain programming foundation to advanced programming stage of the program developers to read, it is the design of Game Assistant program developers a rare reference material.
Directory:
The 1th Chapter 1 Multithreading Programming Technology
1.1 Concepts of processes and threads 1
1.2 Management of processes and threads in C # 6
Process class for 1.2.1 management processes 6
1.2.2 C # multithreading 8
1.2.3 Thread pool
1.3 C # delegation mechanism
definition of 1.3.1 Delegate
use of 1.3.2 delegates
1.4 Calling a window control in a thread
1.5 callback mechanism
1.5.1 The concept of the callback mechanism
1.5. The general process of 2 tuning method implementation
1.5.3 scenarios for initiating and completing asynchronous calls
1.5. A comprehensive example of 4 multi-threading and method callbacks
The 2nd Chapter socket Programming
2.1 Introduction to Socket class
2.1.1 What is socket
2.1.2 Socket class and its common properties
. 2.1.3 Socket class Common methods
2.2 IP protocol and Port
2.2.1 The concept of IP protocol and port
2.2.2 IPAddress class and DNS class
2.2.3 iphostentry Category
2.2.4 IPEndPoint Category
2.3 TCP protocol Working principle
2.4 Synchronous TCP application Programming
2.4.1 TCP application Programming steps
2.4.2 TcpClient class and TcpListener class
2.4.3 Synchronizing sockets establishing a server-side program
2.4.4 Synchronous Socket TCP client program
2.5 Asynchronous TCP application Programming
2.5.1 Asynchronous Socket programming method
2.5.2 Server-side program for asynchronous sockets
2.5.3 client program for asynchronous sockets
The 3rd chapter of network Programming
implementation of 3.1 network packet capture monitoring software
3.2 Network Battle Game design
3.3 Design of instant messaging software
The 4th Chapter HTTP Programming Technology 139
4.1 http protocol detailed 139
4.1.1 URL of the HTTP protocol 141
4.1.2 Request format for HTTP protocol 141
4.1.3 Response format for HTTP protocol 142
4.1.4 Other header formats for the HTTP protocol 143
4.1. Complete communication process for 51 HTTP Protocols 144
4.2 WebBrowser Use instance 145
4.3 HTTP protocol Programming Example 148
4.3.1 C # implements the HTTP protocol multithreaded file transfer 148
implementation of 4.3.2 Simple network Spider program 153
The 5th chapter of Remote control programming technology 176
5.1 principle and concept of remote control 176
5.2 Implementation of a simple remote control software 177
5.3 Trojan's principle and characteristics 193
the principle of 5.3.1 Trojan horse 193
characteristics of 5.3.2 Trojan Horse 195
5.4 Implementation of a simple Trojan horse program 196
5.4.1 Trojan's service-side program 196
5.4.2 Trojan Control Terminal program
6th Chapter Simple Game Auxiliary programming 205
6.1 Auxiliary programming technique of simulating mouse keyboard 205
6.1.1 Keyboard Simulation Technology 206
6.1.2 Mouse Simulation technology 215
6.2 Assistant programming 218 based on packet-encapsulation technology
6.2.1 Gets the message format for the protocol packet for the network game 218
6.2.2 QQ Farm Auxiliary Program design Idea 219
implementation of 6.2.3 QQ Farm Auxiliary Program 219
the 7th chapter of the homepage game The Assistant programming 267 of the three countries
7.1 Essential Fundamentals of Web game-aided programming 268
7.1.1 How to parse the AMF Protocol packet message 268
7.1.2 use WinPcap to get packets directly from the NIC 269
7.1.3 using Swfdecompiler swf file Anti-compilation tool to get web game source
7.1.4 Web Game Add/Decrypt method
7.2 Web Games The realization of the auxiliary program of the Three Kingdoms of Blood 271

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