Programming

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Revision as of 03:07, 18 February 2012 by 75.178.0.16 (talk) (Flash)
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Most common programming languages used for gamehacking:

  • C / C++
  • Delphi
  • Visual Basic


Most useful API's:

  • OpenProcess
  • ReadProcessMemory
  • WriteProcessMemory
  • CreateRemoteThread

Where do I get started?

Programming, in short, is a wonderful world. Computers would be nowhere without it. Programming basically follows three steps for most languages:

  • 1: Inputting commands into an interpreter
  • 2: Telling the interpreter to convert those commands into a language the computer understands (machine code)
  • 3: Finding glitches (things you didn't want to happen, or things that didn't happen at all) and fixing them.

Most programming languages do not allow you to learn them in one night. Some are more straightforward than others, heightening the learning curve. I started out with LUA (actually in a game called ROBLOX), then I went on to experiment with VB.Net. (A version off of VB6) For those of you interested in beginning with programming, VB.Net is a good place to start off with. For those of you in College/High school, you are entitled to a free download of Visual Studio 2008. That is Microsoft's IDE (Internal Development Environment). Generally it costs several hundred dollars, but for students, there's a place called DreamSpark. Perfectly legal.

So enjoy your journey of programming, and keep in mind, it will always be changing.

Flash

Programming in flash uses one of two programming languages. Actionscript 2 or 3. (Actionscript 2 is a continuation of Actionscript 1, and therefor is the same thing.)
Both are very different and have their own uses.


Although Actionscript 3 is newer, it is not exactly better.
Actionscript 2 was engineered by Macromedia (now Adobe) and was entirely logic based.
In Actionscript 2, you could code using Object Oriented Programming, or whichever way you preferred. After Adobe bought out Macromedia and took over Flash, they released Actionscript 3, an extremely limited programming language. Actionscript 3 does not support OOP and provides little to no flexibility.
All code must be placed on a frame in the timeline, whereas Actionscript 2 allowed code to be placed inside or on several different types of symbols, such as movie clips, buttons, or even text fields,
as well as the timeline.
Actionscript 3's simplicity allows it to operate faster than Actionscript 2, it also features new methods to code with and an expanded mathematical library.
If not for these few, but crucial, upgrades, it would be pointless altogether. ohai