Thursday, 6 October 2016

5 of the worlds most famous hackers what happened to them

There are two types of hackers. First, you’ve got the kind that is so often portrayed by Hollywood as an anti-social nerd with a chip on his shoulder out to dominate the cyberworld by breaking into secure networks and messing things up. Second, you’ve got the kind of people who just enjoy fiddling around with software source code and hardware gigs.
That’s right. The term “hacker” originally referred to the second type, which held absolutely no malevolent connotations. Only recently has the term been used to refer primarily to criminal masterminds. There are good hackers and bad hackers! Nowadays, benevolent hackers are often called “white hats” while the more sinister are called “black hats.”
In this article, I’ll be talking specifically about famous hackers that don hats of black. Here are five of the most widely known black hatters and what happened to them for their recklessness

Jonathan James

Jonathan James was known as “c0mrade” on the Internet. What is his ticket to fame? He was convicted and sent to prison for hacking in the United States–all while he was still a minor. At only fifteen years of age, he managed to hack into a number of networks, including those belonging to Bell South, Miami-Dade, the U.S. Department of Defense, and NASA.
Yes, James hacked into NASA’s network and downloaded enough source code to learn how the International Space Station worked. The total value of the downloaded assets equaled $1.7 million. To add insult to injury, NASA had to shut down their network for three whole weeks while they investigated the breach, which cost them $41,000.
The story of James has a tragic ending, however. In 2007, a number of high profile companies fell victim to a massive wave of malicious network attacks. Even though James denied any involvement, he was suspected and investigated. In 2008, James committed suicide, believing he would be convicted of crimes that he did not commit.

Kevin Mitnick

Kevin Mitnick’s journey as a computer hacker has been so interesting and compelling that the U.S. Department of Justice called him the “most wanted computer criminal in U.S. history.” His story is so wild that it was the basis for two featured films.
What did he do? After serving a year in prison for hacking into the Digital Equipment Corporation’s network, he was let out for 3 years of supervised release. Near the end of that period, however, he fled and went on a 2.5-year hacking spree that involved breaching the national defense warning system and stealing corporate secrets.
Mitnick was eventually caught and convicted, ending with a 5-year prison sentence. After serving those years fully, he became a consultant and public speaker for computer security. He now runs Mitnick Security Consulting, LLC.

Albert Gonzalez

Albert Gonzalez paved his way to Internet fame when he collected over 170 million credit card and ATM card numbers over a period of 2 years. Yep. That’s equal to a little over half the population of the United States.
Gonzalez started off as the leader of a hacker group known as ShadowCrew. This group would go on to steal 1.5 million credit card numbers and sell them online for profit. ShadowCrew also fabricated fraudulent passports, health insurance cards, and birth certificates for identity theft crimes totaling $4.3 million stolen.
The big bucks wouldn’t come until later, when Gonzalez hacked into the databases of TJX Companies and Heartland Payment Systems for their stored credit card numbers. In 2010, Gonzalez was sentenced to prison for 20 years (2 sentences of 20 years to be served out simultaneously).

Kevin Poulsen

Kevin Poulsen, also known as “Dark Dante,” gained his fifteen minutes of fame by utilizing his intricate knowledge of telephone systems. At one point, he hacked a radio station’s phone lines and fixed himself as the winning caller, earning him a brand new Porsche. According to media, he was called the “Hannibal Lecter of computer crime.”
He then earned his way onto the FBI’s wanted list when he hacked into federal systems and stole wiretap information. Funny enough, he was later captured in a supermarket and sentenced to 51 months in prison, as well paying $56,000 in restitution.
Like Kevin Mitnick, Poulsen changed his ways after being released from prison. He began working as a journalist and is now a senior editor for Wired News. At one point, he even helped law enforcement to identify 744 sex offenders on MySpace.

Gary McKinnon

Gary McKinnon was known by his Internet handle, “Solo.” Using that name, he coordinated what would become the largest military computer hack of all time. The allegations are that he, over a 13-month period from February 2001 to March 2002, illegally gained access to 97 computers belonging to the U.S. Armed Forces and NASA.
McKinnon claimed that he was only searching for information related to free energy suppression and UFO activity cover-ups. But according to U.S. authorities, he deleted a number of critical files, rendering over 300 computers inoperable and resulting in over $700,000 in damages.
Being of Scottish descent and operating out of the United Kingdom, McKinnon was able to dodge the American government for a time. As of today, he continues to fight against extradition to the United States.
Now, do you know any famous hackers who should be in this hall of infamy? Put his (or her) name down in the comments.

Sunday, 25 September 2016

Hack Windows or Mac login password

Here's how to crack Windows or Mac login password (when locked)

A Security researcher has discovered a unique attack method that can be used to steal credentials from a locked computer (but, logged-in) and works on both Windows as well as Mac OS X systems.

In his blog post published today, security expertRob Fuller demonstrated and explained how to exploit a USB SoC-based device to turn it into a credential-sniffer that works even on a locked computer or laptop.

Fuller modified the firmware code of USB dongle in such a way that when it is plugged into an Ethernet adapter, the plug-and-play USB device installs and acts itself as the network gateway, DNS server, and Web Proxy Auto-discovery Protocol (WPAD) server for the victim's machine.

The attack is possible because most PCs automatically install Plug-and-Play USB devices, meaning "even if a system is locked out, the device [dongle] still gets installed," Fuller explains in his blog post.

"Now, I believe there are restrictions on what types of devices are allowed to install at a locked out state on newer operating systems (Win10/El Capitan), but Ethernet/LAN is definitely on the white list."

How does the Attack Work?

You might be wondering: Why your computer automatically share Windows credentials with any connected device?

That is because of the default behavior of Microsoft Window’s name resolution services, which can be abused to steal authentication credentials.

The modified plug-and-play USB Ethernet adapter includes a piece of software, i.e.Responder, which spoofs the network to intercept hashed credentials and then stored them in an SQLite database.

The hashed credentials collected by the network exploitation tool can later be easily brute-forced to get clear text passwords.

Apparently, to conduct this attack, attackers would require physical access to a target computer, so that they can plug in the evil USB Ethernet adapter. However, Fuller says the average time required for a successful attack isjust 13 seconds.

Fuller successfully tested his attack against Windows 98 SE, Windows 2000 SP4, Windows XP SP3, Windows 7 SP1, Windows 10 Enterprise and Home (but not Windows 8), as well as OS X El Capitan and OS X Mavericks. He’s also planning to test it against several Linux distros.

Fuller tested the attack with two USB Ethernet dongles: the USB Armory and the Hak5 Turtle. For more detailed explanation, you can head on to his blog post.

Thursday, 22 September 2016

INTERNET in detail

Hello guys!  I am back here again, as I promised. Today I am going to tell you about Internet. You might think that you know everything about Internet. Believe me, you know very little. By going through this blog, you will realize that I was right.
Well nearly every knows the definition of internet "Internet is network of networks". Lets describe this in more efficient way, when two entities which can send or receive data are connected together, called network. More than two entities when gets connected then it becomes a little big, but when all computers or devices in an organization or university gets connected, it becomes LAN( local area network), when all these LAN's of a country gets connected with each other, they creates a huge network. When these huge networks gets connected with each other then they form WAN(wide area network). When large numbers of wants gets connected with each other this huge network of networks is called INTERNET.
Internet is also reffered as inter network.
As the price of computer processors and peripheral components dropped precipitously from the days of mainframes, it became easier for computer technology to end up in people’s  homes. But the crucial element of the PC’s success is not that it has a cheap processor inside, but that it is generative: it is open to reprogramming and thus repurposing by  anyone. Its technical architecture, whether  Windows, Mac, or other, makes it easy for authors to write and owners to run new code both large and small. As prices dropped, distributed ownership of computers, rather than leasing within institutional environments, became a practical reality, removing legal and business practice barriers to generative tinkering with the machines. If  the hobbyist PC had not established the value of tinkering so that the PC could enter the mainstream in the late 1980s,1 what cheap processors would small firms and mainstream consumers be using today? One possibility is a set of information appliances. In  such a world, people would use smart typewriters for word processing from companies like Brother: all-in-one units with integrated screens and printers that could be used only to produce documents. For gaming,they would use dedicated video game consoles—just as many do today. A personal checkbook might have had its own souped-up adding machine/calculator unit for balancing accounts—or it might have had no appliance at all, since the cost of deploying specialized hardware for that purpose might have exceeded consumer demand. There is still the question of networking. People would likely still want to exchange word processing and other documents with colleagues or friends.  To balance checkbooks conveniently would require communication with the bank so that the user would not have to manually enter cleared checks and their dates from a paper statement. Networking is not impossible in a world of stand-alone appliances. Brother word processor users could exchange diskettes with each other, and the bank could mail its customers cassettes, diskettes, or CD-ROMs containing data usable only with the bank’s  in-home appliance. Or the home appliance could try to contact the bank’s  computer from afar—an activity that would require the home and the bank to be networked somehow. This configuration converges on the Hollerith model, where a central computer could be loaded with the right information automatically if it were  in the custody of the bank, or if the bank had a business relationship with a thirdparty manager. Then the question becomes how far away the various dumb terminals could be from the central computer. The considerable expense of building networks would suggest placing the machines in clusters, letting people come to them. Electronic balancing of one’s  checkbook would take place at a computer installed in a bank lobby or strategically located cyber cafĂ©, just as automated teller machines (ATMs) are dispersed around cities today. People could perform electronic document research over another kind of terminal found at libraries and schools. Computers, then, are only one piece of a mosaic that can be more or less generative. Another critical piece is the network, its own generativity hinging on how much it costs to use, how its costs are measured, and the circumstances under which its users can connect to one another. Just as information processing devices can be appliance, mainframe, PC, or something in between, there are a variety of ways to design a network.  The choice of configuration involves many trade-offs.  This chapter explains why the Internet was not the only way to build a network—and that different network configurations lead not only to different levels of generativity, but also to different levels of regulability and control. That we  use the Internet today is not solely a matter of some policy-maker’s  choice, although certain regulatory interventions and government funding were  necessary to its success. It  is due to an interplay of market forces and network externalities that are based on presumptions such as how trustworthy we  can expect people to be. As those presumptions begin to change, so too will the shape of the network and the things we connect to it.

BUILDING NETWORKS ON A NETWORK
Returning to a threshold question: if we  wanted to allow people to use information technology at home and to be able to network in ways beyond sending f loppy diskettes through the mail, how can we  connect homes to the wider world? A natural answer would be to piggyback on the telephone network, which was already set up to convey people’s  voices from one house to another, or between houses and institutions. Cyberlaw scholar  Tim  Wu  and others have pointed out how difficult it was at first to put the telephone network to any new purpose,not for technical reasons, but for ones of legal control—and thus how important early regulatory decisions forcing an opening of the network were  to the success of digital networking.2 In  early twentieth-century America, AT&T controlled not only the telephone network, but also the devices attached to it. People rented their phones from AT&T, and the company prohibited them from making any modifications to the phones.  To  be sure, there were  no AT&T phone police to see what customers were  doing, but AT&T could and did go after the sellers of accessories like the Hush-A-Phone, which was invented in 1921 as a way to have a conversation without others nearby overhearing it.3 It  was a huge plastic funnel enveloping the user’s  mouth on one end and strapped to the microphone of the handset on the other, muffling the conversation. Over 125,000 units were sold. As the monopoly utility telephone provider, AT&T faced specialized regulation from the U.S. Federal Communications Commission (FCC). In  1955, the FCC held that AT&T could block the sale of the funnels as “unauthorized foreign attachments,” and terminate phone service to those who purchased them, but the agency’s  decision was reversed by  an appellate court.  The court drolly noted, “[AT&T does] not challenge the subscriber’s  right to seek privacy.  They say only that he should achieve it by  cupping his hand between the transmitter and his mouth and speaking in a low voice into this makeshift muffler.”4 Cupping a hand and placing a plastic funnel on the phone seemed the same to the court. It  found that at least in cases that were  not “publicly detrimental”—in other words, where the phone system was not itself harmed—AT&T had to allow customers to make physical additions to their handsets, and manufacturers to produce and distribute those additions. AT&T could have invented the Hush-A-Phone funnel itself. It  did not; it took outsiders to begin changing the system, even in small ways.

THE PROPRIETARY NETWORK MODEL
 The first online services built on top of AT&T’s  phone network were  natural extensions of the 1960s IBM-model minicomputer usage within businesses: one centrally managed machine to which employees’ dumb terminals connected. Networks like CompuServe,  The Source, America Online, Prodigy, GEnie, and MCI Mail gave their subscribers access to content and services deployed solely by  the network providers themselves.7 In  1983, a home computer user with a telephone line and a CompuServe subscription could pursue a variety of pastimes8—reading an Associated Press news feed, chatting in typed sentences with other CompuServe  subscribers through a “CB radio simulator,” sending private e-mail to fellow subscribers, messaging on bulletin boards, and playing rudimentary multiplayer games.9 But if a subscriber or an outside company wanted to develop a new service that might appeal to CompuServe  subscribers, it could not automatically do so. Even if it knew how to program on CompuServe’s  mainframes, an aspiring provider needed CompuServe’s  approval. CompuServe  entered into development agreements with outside content providers10 like the Associated Press and, in some cases, with outside programmers,11 but between 1984 and 1994, as the service grew  from one hundred thousand subscribers to almost two million, its core functionalities remained largely unchanged.12 Innovation within services like CompuServe  took place at the center of the network rather than at its fringes. PCs were  to be only the delivery vehicles for data sent to customers, and users were  not themselves expected to program or to be able to receive services from anyone other than their central service provider. CompuServe  depended on the phone network’s physical layer generativity to get the last mile to a subscriber’s  house, but CompuServe  as a service was not open to third-party tinkering. Why would CompuServe  hold to the same line that AT&T tried to draw? After all, the economic model for almost every service was the connect charge: a per-minute fee for access rather than advertising or transactional revenue.13 With mere connect time as the goal, one might think activity-garnering usercontributed software running on the service would be welcome, just as usercontributed content in the CB simulator or on a message board produced revenue if it drew  other users in.  Why would the proprietary services not harness the potential generativity of their offerings by  making their own servers more open to third-party coding? Some networks’ mainframes permitted an area in which subscribers could write and execute their own software,14 but in each case restrictions were  quickly put in place to prevent other users from running that software online.  The “programming areas” became relics, and the Hollerith model prevailed. Perhaps the companies surmised that little value could come to them from user and third-party tinkering if there were  no formal relationship between those outside programmers and the information service’s  in-house developers. Perhaps they thought it too risky: a single mainframe or set of mainframes running a variety of applications could not risk being compromised by  poorly coded or downright rogue applications. Perhaps they simply could not grasp the potential to produce new works that could be found among an important subset of their subscribers—all were  instead thought of solely as consumers. Or  they may have thought that all the important applications for online consumer services had already been invented—news, weather, bulletin boards, chat, e-mail, and the rudiments of shopping. In  the early 1990s the future seemed to be converging on a handful of corporate-run networks that did not interconnect. There was competition of a sort that recalls AT&T’s  early competitors: firms with their own separate wires going to homes and businesses. Some people maintained an e-mail address on each major online service simply so that they could interact with friends and business contacts regardless of the service the others selected. Each information service put together a proprietary blend of offerings, mediated by  software produced by  the service. Each service had the power to decide who could subscribe, under what terms, and what content would be allowed or disallowed, either generally (should there be a forum about gay rights?) or specifically (should this particular message about gay rights be deleted?). For example, Prodigy sought a reputation as a family-friendly service and was more aggressive about deleting sensitive user-contributed content; CompuServe  was more of a free-for-all.15 But none seemed prepared to budge from the business models built around their mainframes, and, as explained in detail in Chapter Four, works by  scholars such as Mary  Benner and Michael  Tushman shed some light on why. Mature firms can acquire “stabilizing organizational routines”: “internal biases for certainty and predictable results [which] favor exploitative innovation at the expense of exploratory innovation.”16 And so far as the proprietary services could tell, they had only one competitor other than each other: generative PCs that used their modems to call other PCs instead of the centralized services. Exactly how proprietary networks would have evolved if left only to that competition will never be known, for CompuServe  and its proprietary counterparts were  soon overwhelmed by  the Internet and the powerful PC browsers used to access it.17 But it is useful to recall how those PC-to-PC networks worked, and who built them. A GRASSROOTS  NETWORK OF PCs Even before PC owners had an opportunity to connect to the Internet, they had an alternative to paying for appliancized proprietary networks. Several people wrote BBS (“bulletin board system”) software that could turn any PC into its own information service.18 Lacking ready arrangements with institutional content providers like the Associated Press, computers running BBS software largely depended on their callers to provide information as well as to consume it.  Vibrant message boards, some with thousands of regular participants, sprang up. But they were  limited by  the physical properties and business model of the phone system that carried their data. Even though the  Carterfone decision permitted the use of modems to connect users’ computers, a PC hosting a BBS was limited to one incoming call at a time unless its owner wanted to pay for more phone lines and some arcane multiplexing equipment.19 With many interested users having to share one incoming line to a BBS, it was the opposite of the proprietary connect time model: users were  asked to spend as little time connected as possible. PC generativity provided a way to ameliorate some of these limitations. A PC owner named  Tom Jennings wrote FIDOnet in the spring of 1984.20 FIDOnet was BBS software that could be installed on many PCs. Each FIDOnet BBS could call another in the FIDO network and they would exchange their respective message stores.  That way, users could post messages to a single PC’s BBS and find it copied automatically, relay-style, to hundreds of other BBSs around the world, with replies slowly working their way around to all the FIDOnet BBSs. In  the fall of 1984 FIDOnet claimed 160 associated PCs; by the early 1990s it boasted 32,000, and many other programmers had made contributions to improve Jennings’s  work.21 Of course, FIDOnet was the ultimate kludge, simultaneously a testament to the distributed ingenuity of those who tinker with generative technologies and a crude workaround that was bound to collapse under its own weight. Jennings found that his network did not scale well, especially since it was built on top of a physical network whose primary use was to allow two people, not many computers, to talk to each other. As the FIDOnet community grew  bigger, it was no longer a community—at least not a set of people who each knew one another. Some new FIDOnet installations had the wrong dial-in numbers for their peers, which meant that computers were  calling people instead of other computers, redialing every time a computer did not answer. “To impress on you the seriousness of wrong numbers in the node list,” Jennings wrote, “imagine you are a poor old lady, who every single night is getting phone calls EVERY  TWO MINUTES AT  4:00AM, no one says anything, then hangs up.  This actually happened; I would sit up and watch when there was mail that didn’t  go out for a week or two, and I’d pick up the phone after dialing, and was left in the embarrasing [sic] position of having to explain bulletin boards to an extremely tired, extremely annoyed person.”22 In  some ways, this was the fear AT&T had expressed to the FCC during the Carterfone controversy.  When AT&T was no longer allowed to perform quality control on the devices hooking up to the network, problems could arise and AT&T would reasonably disclaim responsibility. Jennings and others worked to fix software problems as they arose with new releases, but as FIDOnet authors wrestled with the consequences of their catastrophic success, it was clear that the proprietary services were  better suited for mainstream consumers. They were  more reliable, better advertised, and easier to use. But FIDOnet demonstrates that amateur innovation—cobbling together bits and pieces from volunteers—can produce a surprisingly functional and effective result— one that has been rediscovered today in some severely bandwidth-constrained areas of the world.23 Those with Jennings’s  urge to code soon had an alternative outlet, one that even the proprietary networks did not foresee as a threat until far too late: the Internet, which appeared to combine the reliability of the pay networks with the ethos and flexibility of user-written FIDOnet. ENTER THE  INTERNET Just as the general-purpose PC beat leased and appliancized counterparts that could perform only their manufacturers’ applications and nothing else, the Internet first linked to and then functionally replaced a host of proprietary consumer network services.The Internet’s  founding is pegged to a message sent on October 29, 1969. It was transmitted from UCLA to Stanford by  computers hooked up to prototype “Interface Message Processors” (IMPs).25 A variety of otherwise-incompatible computer systems existed at the time—just as they do now—and the IMP was conceived as a way to connect them.26 (The UCLA programmers typed “log” to begin logging in to the Stanford computer.  The Stanford computer crashed after the second letter, making “Lo” the first Internet message.) From its start, the Internet was oriented differently from the proprietary networks and their ethos of bundling and control. Its goals were  in some ways more modest.  The point of building the network was not to offer a particular set of information or services like news or weather to customers, for which the network was necessary but incidental. Rather, it was to connect anyone on the network to anyone else. It  was up to the people connected to figure out why they wanted to be in touch in the first place; the network would simply carry data between the two points. The Internet thus has more in common with FIDOnet than it does with CompuServe, yet it has proven far more useful and flexible than any of the proprietary networks. Most of the Internet’s  architects were  academics, amateurs like  Tom Jennings in the sense that they undertook their work for the innate interest of it, but professionals in the sense that they could devote themselves full time to its development.  They secured crucial government research funding and other support to lease some of the original raw telecommunications facilities that would form the backbone of the new network, helping to make the protocols they developed on paper testable in a real-world environment.  The money supporting this was relatively meager—on the order of tens of millions of dollars from 1970 to 1990, and far less than a single popular startup raised in an initial public offering once the Internet had gone mainstream. (For example, ten-month-old, money-losing Yahoo! raised $35 million at its 1996 initial public offering.27 On  the first day it started trading, the offered chunk of the company hit over $100 million in value, for a total corporate valuation of more than $1 billion.28) The Internet’s  design reflects the situation and outlook of the Internet’s framers: they were  primarily academic researchers and moonlighting corporate engineers who commanded no vast resources to implement a global network.29 The early Internet was implemented at university computer science departments, U.S. government research units,30 and select telecommunications companies with an interest in cutting-edge network research.31 These users might naturally work on advances in bandwidth management or tools for researchers
       to use for discussion with each other, including informal, non-work-related discussions. Unlike, say, FedEx, whose wildly successful paper transport network depended initially on the singularly focused application of venture capital to design and create an efficient physical infrastructure for delivery,  those individuals thinking about the Internet in the 1960s and ’70s planned a network that would cobble together existing research and government networks and then wring as much use as possible from them.32 The design of the Internet reflected not only the financial constraints of its creators, but also their motives.  They had little concern for controlling the network or its users’ behavior.33 The network’s design was publicly available and freely shared from the earliest moments of its development. If  designers disagreed over how a particular protocol should work, they would argue until one had persuaded most of the interested parties. The motto among them was, “We reject: kings, presidents, and voting.  We  believe in: rough consensus and running code.”34 Energy spent running the network was seen as a burden rather than a boon. Keeping options open for later network use and growth was seen as sensible, and abuse of the network by  those joining it without an explicit approval process was of little worry since the people using it were  the very  people designing it—engineers bound by  their desire to see the network work.35 The Internet was so different in character and audience from the proprietary networks that few even saw them as competing with one another. However,  by the early 1990s, the Internet had proven its use enough that some large firms were eager to begin using it for data transfers for their enterprise applications. It helped that the network was subsidized by  the U.S. government, allowing flatrate pricing for its users.  The National Science Foundation (NSF) managed the Internet backbone and asked that it be used only for noncommercial purposes, but by  1991 was eager to see it privatized.36 Internet designers devised an entirely new protocol so that the backbone no longer needed to be centrally managed by  the NSF or a single private successor, paving the way for multiple private network providers to bid to take up chunks of the old backbone, with no one vendor wholly controlling it.37 Consumer applications were  originally nowhere to be found, but that changed after the Internet began accepting commercial interconnections without network research pretexts in 1991. The public at large was soon able to sign up, which opened development of Internet applications and destinations to a broad, commercially driven audience. No  major PC producer immediately moved to design Internet Protocolcompatibility into its PC operating system. PCs could dial in to a single computer like that of CompuServe  or AOL and communicate with it, but the ability to run Internet-aware applications on the PC itself was limited.  To  attach to the Internet, one would need a minicomputer or workstation of the sort typically found within university computer science departments—and usually used with direct network connections rather than modems and phone lines. A single hobbyist took advantage of PC generativity and forged the missing technological link. Peter  Tattam, an employee in the psychology department of the University of  Tasmania, wrote  Trumpet  Winsock, a program that allowed owners of PCs running Microsoft  Windows to forge a point-to-point Internet connection with the dial-up servers run by  nascent Internet Service Providers (ISPs).38 With no formal marketing or packaging, Tattam distributed  Winsock as shareware. He  asked people to try out the program for free and to send him $25 if they kept using it beyond a certain tryout period.39 Winsock was a runaway success, and in the mid-1990s it was the primary way that  Windows users could access the Internet. Even before there was wide public access to an Internet through which to distribute his software, he claimed hundreds of thousands of registrations for it,40 and many more people were  no doubt using it and declining to register. Consumer accessibility to Internet-enabled applications, coupled with the development of graphic-friendly World  Wide  Web protocols and the PC browsers to support them—both initially noncommercial ventures—marked the beginning of the end of proprietary information services and jerry-rigged systems like FIDOnet. Consumers began to explore the Internet, and those who wanted to reach this group, such as commercial merchants and advertising-driven content providers, found it easier to set up outposts there than through the negotiated gates of the proprietary services. Microsoft bundled the functionality of  Winsock with late versions of  Windows 95.41 After that, anyone buying a PC could hook up to the Internet instead of only to AOL’s or CompuServe’s  walled gardens. Proprietary information services scrambled to reorient their business models away from corralled content and to ones of accessibility to the wider Internet.42 Network providers offering a bundle of content along with access increasingly registered their appeal simply as ISPs.  They became mere on-ramps to the Internet, with their users branching out to quickly thriving Internet destinations that had no relationship to the ISP for their programs and services.43 For example, CompuServe’s  “Electronic Mall,” an e-commerce service intended as the exclusive means by  which outside vendors could sell products to CompuServe  subscribers,44 disappeared under the avalanche of individual  Web sites selling goods to anyone with Internet access. The resulting Internet was a network that no one in particular owned and that anyone could join. Of  course, joining required the acquiescence of at least one current Internet participant, but if one was turned away at one place, there were  innumerable other points of entry,  and commercial ISPs emerged to provide service at commoditized rates.45 The bundled proprietary model, designed expressly for consumer uptake, had been defeated by  the Internet model, designed without consumer demands in mind. Proprietary services tried to have everything under one roof and to vet each of their offerings, just as IBM leased its general-purpose computers to its 1960s customers and wholly managed them, tailoring them to those customers’ perceived needs in an ordered way.  The Internet had no substantive offerings at all—but also no meaningful barriers to someone else’s  setting up shop online. It  was a model similar to that of the PC, a platform rather than a fully finished edifice, one open to a set of offerings from anyone who wanted to code for it. 

DESIGN CHOICES AND THE INTERNET ETHOS 
 Recall that our endpoint devices can possess varying levels of accessibility to outside coding.  Where they are found along that spectrum creates certain basic trade-offs. A less generative device like an information appliance or a generalpurpose computer managed by  a single vendor can work more smoothly because there is only one cook over the stew,  and it can be optimized to a particular perceived purpose. But it cannot be easily adapted for new uses. A more generative device like a PC makes innovation easier and produces a broader range of applications because the audience of people who can adapt it to new uses is much greater. Moreover, these devices can at first be simpler because they can be improved upon later; at the point they leave the factory they do not have to be complete.  That is why the first hobbyist PCs could be so inexpensive: they had only the basics, enough so that others could write software to make them truly useful. But it is harder to maintain a consistent experience with such a device because its behavior is then shaped by  multiple software authors not acting in concert. Shipping an incomplete device also requires a certain measure of trust: trust that at least some third-party software writers will write good and useful code, and trust that users of the device will be able to ac cess and sort out the good and useful code from the bad and even potentially harmful code. These same trade-offs existed between proprietary services and the Internet, and Internet design, like its generative PC counterpart, tilted toward the simple and basic. The Internet’s  framers made simplicity a core value—a  risky bet with a high payoff.  The bet was risky because a design whose main focus is simplicity may omit elaboration that solves certain foreseeable problems.  The simple design that the Internet’s  framers settled upon makes sense only with a set of principles that go beyond mere engineering.  These principles are not obvious ones—for example, the proprietary networks were  not designed with them in mind—and their power depends on assumptions about people that, even if true, could change.  The most important are what we  might label the procrastination principle and the trust-your-neighbor approach. The procrastination principle rests on the assumption that most problems confronting a network can be solved later or by  others. It  says that the network should not be designed to do anything that can be taken care of by  its users. Its origins can be found in a 1984 paper by  Internet architects David Clark, David Reed, and Jerry Saltzer. In  it they coined the notion of an “end-to-end argument” to indicate that most features in a network ought to be implemented at its computer endpoints—and by  those endpoints’ computer programmers— rather than “in the middle,” taken care of by  the network itself, and designed by the network architects.46 The paper makes a pure engineering argument, explaining that any features not universally useful should not be implemented, in part because not implementing these features helpfully prevents the generic network from becoming tilted toward certain uses. Once the network was optimized for one use, they reasoned, it might not easily be put to other uses that may have different requirements. The end-to-end argument stands for modularity in network design: it allows the network nerds, both protocol designers and ISP implementers, to do their work without giving a thought to network hardware or PC software. More  generally, the procrastination principle is an invitation to others to overcome the network’s shortcomings, and to continue adding to its uses. Another fundamental assumption, reflected repeatedly in various Internet design decisions that tilted toward simplicity, is about trust.  The people using this network of networks and configuring its endpoints had to be trusted to be more or less competent and pure enough at heart that they would not intentionally or negligently disrupt the network.  The network’s simplicity meant that many features found in other networks to keep them secure from fools andknaves would be absent. Banks would be simpler and more efficient if they did not need vaults for the cash but could instead keep it in accessible bins in plain view.  Our houses would be simpler if we  did not have locks on our doors, and it would be ideal to catch a flight by  following an unimpeded path from the airport entrance to the gate—the way access to many trains and buses persists today. An almost casual trust for the users of secured institutions and systems is rarely found: banks are designed with robbers in mind.  Yet the assumption that network participants can be trusted, and indeed that they will be participants rather than customers, infuses the Internet’s  design at nearly every level. Anyone can become part of the network so long as any existing member of the network is ready to share access. And once someone is on the network, the network’s design is intended to allow all data to be treated the same way: it can be sent from anyone to anyone, and it can be in support of any application developed by  an outsider. Two examples illustrate these principles and their trade-offs: the Internet’s lack of structure to manage personal identity, and its inability to guarantee transmission speed between two points. There are lots of reasons for a network to be built to identify the people using it, rather than just the machines found on it. Proprietary networks like CompuServe  and AOL were  built just that way.  They wanted to offer different services to different people, and to charge them accordingly, so they ensured that the very  first prompt a user encountered when connecting to the network was to type in a prearranged user ID and password. No  ID, no network access. This had the added benefit of accountability: anyone engaging in bad behavior on the network could have access terminated by  whoever managed the IDs. The Internet, however,  has no such framework; connectivity is much more readily shared. User identification is left to individual Internet users and servers to sort out if they wish to demand credentials of some kind from those with whom they communicate. For example, a particular  Web site might demand that a user create an ID and password in order to gain access to its contents. This basic design omission has led to the well-documented headaches of identifying wrongdoers online, from those who swap copyrighted content to hackers who attack the network itself.47 At  best, a source of bad bits might be traced to a single Internet address. But that address might be shared by  more than one person, or it might represent a mere point of access by  someone at yet another address—a  link in a chain of addresses that can recede into the disextent to which ISPs ought to be able to prioritize certain data streams over others by  favoring some destinations or particular service providers over others.53 (That debate is joined in a later chapter.) *** The assumptions made by  the Internet’s  framers and embedded in the network—that most problems could be solved later and by  others, and that those others themselves would be interested in solving rather than creating problems—arose naturally within the research environment that gave birth to the Internet. For all the pettiness sometimes associated with academia, there was a collaborative spirit present in computer science research labs, in part because the project of designing and implementing a new network—connecting people—can benefit so readily from collaboration. It  is one thing for the Internet to work the way it was designed when deployed among academics whose raison d’ĂŞtre was to build functioning networks. But the network managed an astonishing leap as it continued to work when expanded into the general populace, one which did not share the worldview that informed the engineers’ designs. Indeed, it not only continued to work, but experienced spectacular growth in the uses to which it was put. It  is as if the bizarre social and economic configuration of the quasi-anarchist Burning Man festival turned out to function in the middle of a city.54 What works in a desert is harder to imagine in Manhattan: people crashing on each others’ couches, routinely sharing rides and food, and loosely bartering things of value. At  the turn of the twenty-first century,  then, the developed world has found itself with a wildly generative information technology environment. Today we  enjoy an abundance of PCs hosting routine, if not always-on, broadband Internet connections.55The generative PC has become intertwined with the generative Internet, and the brief era during which information appliances and appliancized networks flourished—Brother word processors and CompuServe—might appear to be an evolutionary dead end. Those alternatives are not dead.  They have been only sleeping.  To  see why, we now turn to the next step of the pattern that emerges at each layer of generative technologies: initial success triggers expansion, which is followed by boundary,  one that grows out of the very  elements that make that layer appealing.  The Internet flourished by  beginning in a backwater with few expectations, allowing its architecture to be simple and fluid.  The PC had parallel hobbyist backwater days. Each was first adopted in an ethos of sharing and tinkering, with profit ancillary,  and each was then embraced and greatly improved by  commercial forces. But each is now facing problems that call for some form of intervention, a tricky situation since intervention is not easy— and, if undertaken, might ruin the very  environment it is trying to save.  The next chapter explains this process at the technological layer: why the status quo is drawing to a close, confronting us—policy-makers, entrepreneurs, technology providers, and, most importantly, Internet and PC users—with choices we can no longer ignore.

Data Comunication and Networking

Hello! guys My name is Praveen Mishra, and I am a computer science student.
This is my second blog here, and my first blog was about concepts of hacking, I expect that you have enjoyed and learned from my previous blocks. Well! as you know that I am new in blogging, so I request you to please leave comments after reading my block, that how you feel after reading my blog and what improvement should i have to make in my blogging, to make it more efficient for you all. Well this blog is also related to that blog, because most of hacking is performed on networks, yeah you get it right, I am going to describe concepts of networking here.  If you want to read my previous blog, you may go to http://praveenmishrahacking.blogspot.com

 
Why Network was discovered : Lets have a tour of old age, when people was unknown of the language, then they invented a technique of communication by signaling each other by hands. They just produce sounds of huhhh hahhh...  and give signals by hands. As you know that human mind is very creative and develope mechanism at its own when it requires to solve something, like you make your omelate on clothing iron.
Then humans invented the language, and communication became easier. When they started talking to each other, their mind pinched them to communicate with people who are far from them, so they invented mail service. After that they thought about faster data communication because mail service take more time to message transfer. When computer evolved, the way was clear for faster communication, then after, network got created and faster communication was possible now. Network is the name for connection of two devices which use that connection to transfer data. So you can say that network is medium for sending and receiving data.

             Let’s talk about DATA COMMUNICATION now. Data communication is of two types, local communication and remote communication. Local communication is direct communication, like you talk face to face to anyone. Remote communication consist data communication through networks like whatsapp chating,  email service etc.
   Data communication does not mean that we send data from our side and assume that on other end, user will receive correct data, no its not good idea. Our data communication must be effective. Effective data communication depends upon four fundamental characteristic.

# DELIVERY: Message must be delivered at other end,  a delivery signal indicates that message is delivered properly.

#ACCURACY: Message must be accurate, means it contain same data as we send from our side.

#TIMELINESS: Timeliness tells us about message will arive at time.

#JITTER: Jitter specifies the time interval in packets arrival, if we send packets at 30 ms time interval and user receives it at 50 ms, then quality of data will be affected.
Lets talk about components of data communication. Components means what we are going to need to transfer and receive data.

° MESSAGE
° SENDER
° RECEIVER
° TRANSMISSION MEDIUM
° PROTOCALL

Message can be represented in various forms like text, image, audio, and video. Where text and images can be presented ad set of bits but audio and video are continues signals, which have to be converted in appropriate form before transmission.
Lets discuss about every form of data representation in data communication. Brief description about every format of data representation is here.

•TEXT FORMAT: Text format is represented as series of bits(0s and 1s). Different sets of bit pattern is designed to represent text symbols. Each set is called code and process of representing symbols as bits is called coding. Today the prevelent coding system is called Unicode which use 32 bit to represent symbols.

•IMAGE FORMAT: Images are also represented as bit patterns. In the simplest form an image can be represented as the matrix of pixels. Where each pixel is a small dot. A picture can be of 100 pixels or 10000 pixels, but in the second case resolution of the picture will be much better. For representing a black and white image only 1 bit pattern is enough to represent a pixel. 1for black and 0 for white. There are various methods present to represent an color image, one of them is RGB, so called because every color is made up of these three parent colors. Intensity of each pixel is measured and bit pattern is assigned to it. Another method is called YCM in this method every color consists part of yellow, cyan, and megenta.

 AUDIO: Audio refers to the recording or broadcasting of sound or music. Audio is by nature different from text and images. It is continuous not discrete. When we use microphone to convert sound into electronic signals, it generates electronic signals. We will learn how to convert these continuous signals to discrete and analog later.

 VIDEO: Video refers to recording or broadcasting a picture or movie. Video can either be produced as continuous entity or it can be combinations of images which are discrete entity, arranged to convey the idea of motion.

Lets come to the DATA FLOW. Data flow describes how data is transmitting on the network. On the networks data can flow in three ways, which are described bellow.
•SINPLEX: Simplex means data will flow to only one direction on the network. If two devices are connected with simplex network then it means that one device can only send data to other device and second device can only receive, no reverse order is possible.

•HALF DUPLEX: Half duplex allow us both side transmission of data, but one direction at a time. At any instance only one device can send and other device can only receive, but at another movement transmission direction can be reversed. This type of transmission can not transmit data to both sides at same time.

• FULL DUPLEX: Full duplex is like two way street, transmission on both side is possible at the same time. Like internet we are using at this time, at same time we download data and sending our request to server.
There are mainly two types of connections are present for data communication.

° Point to point
° Multipoint

Point to point connection is only connected to two devices and data transfer occurs only between these two devices. Like your bluetooth headphone connected with your cellphone.
Multipoint connection means that one server can send data to various devices, best example for this type of communication is Internet. In multi point communication there are more than two devices are connected with each other for data transmission.
Various TOPOLOGIES are presented today for data trans mission. Topology means structure of the networks. If many computers are connected with a single server, and that server serves to all the computers and the client computer only receives is called BUS topology.
Various types of topologies are enlisted bellow.

• BUS TOPOLOGY
 STAR TOPOLOGY
 MESH TOPOLOGY
• RING TOPOLOGY
 HYBRID TOPOLOGY

You can draw these topologies structures as their name suggests.

NETWORK MODELS: Various kinds of networks are made up of different entities, so it gets very important to create some common standards for all the networks.
        The two best known standards are OSI(OPEN SYSTEM INTERCONNECTIO)  and INTERNET MODEL. OSI model defines a seven layer network, and internet model defines a five layer network. About OSI and Network models, i will give detailed description in my next blog.
Now its time to discuss about categories of network, now a days when we talk about networks we are just talking about two main categories of network. LAN and WAN, categories of network depends upon size of networks. I am giving brief description about various categories of network.

* LAN: LAN (local area networks)  as name suggests, is the network created for communication and resource sharing in a local area. Currently LAN size is limited to few kilometers. LAN can be used for connection inside a university, government department, a bank or in any industry.
Ian present time LAN have a capacity to transmit data on the rate of 100 mbps to 10000.

* WAN: WAN (wide area network) work for a very wide range of data communication like for continents, countries, we can say that wan works for whole world. We will talk much more about WAN in my next blog on Internet.

*MAN: metropolitan area network works for the range between LAN and WAN.

PROTOCOLLS AND STANDARDS:
In computer networks, communication occurs between entities in computer. Entity is anything capable of sending and receiving information. However two entities cant just start to send data to each other and expect that other entity to understand, that is not possible both the entities have to be agreed upon some protocol.
Protocol is the set of rules that govern data transmission.
The key elements of protocol are SYNTAX, SEMANTICS and TIMING.

* SYNTAX: Syntax refers to structure of format of data, meaning the order in which they are presented. For example, a simple protocol expect the first 8 bit of data to be address of sender and the second 8 bit to be the address of the receiver, and the rest of the stream to be message itself.

* SEMANTICS: Semantics refers to meaning of each section of the bit. How a particular problem to be interpreted and what action is to be taken based on interpretation.

* TIMING: The tem timing refers to two characteristic, first is when data should be sent and second is how fast they can be sent.

STANDARDS: Standards are agreed upon rules. Data communication standards fall into two categories,  DE FACTO (means by fact or by convention) and DE JURE (means by law) .
STANDARD CREATION ORGANIZATIONS
Standards are created through the cooperation of standard creation committees, forums and government regulatory agencies. Some of the standard creating committees are ISO, ANSI, and IEEE etc.

That was a brief introduction about data communication and networking, In my next blog I am going to Introduce you with Internet in detail. I will start from the backbone server and come to the your entity which is connected to the internet. So stay tuned and visit regularly on http://praveenmishrahacking.blogspot.com for more interesting technical topics and enjoy easy learning.

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Have a great day!  and All the best for your future. :)


Friday, 2 September 2016

Concepts of Hacking


INTRODUCTION OF HACKING FOR BEGINERS 

What is hacking? Let’s discuss.
Well! There are many definitions of hacking, in this blog we will define “hacking  as identifying the weakness in computer and networks, and exploits them to gain ccess. An example of hacking is, unlocking  your friend’s phone by spying his passaword or bypassing login algorithm of an operating system.

Now get some knowledge about Hackers:
 Hacker is a person, who finds and exploits weakness in a system or gain access. Hackers are usually skilled and experienced computer programmers, who knows about many systems and network programming languages and have knowledge of computer security.
            So, now you know about what is hacking and who hackers are, and now it’s time to learn about some terminology used in the world of hacking.
Let’s talk about type of hackers. Hackers are basically classified according to the intent of their actions, some of them are listed bellow,

·        Ethical hacker: Ethical hackers are also called white hat hackers. A hacker who gains access to any system with the permission of that system’s owner, and exploits weakness to perform testing and fix the problem.

·        Crackers: When you think about hacking, you only think about this type of hacker. Yes! You got it right, this type of hackers gain unauthorized access and exploits the weakness for their own profit like, financial gain, gain popularity, etc.
NOTE: Crackers are also known as black hat hackers. 

·        Gray hat hackers: Gray hat hackers are the hackers who have the intention between the black hat and gray hat. Gray hat hackers firstly exploits the weakness of a network or computer maliciously and then expose it to the system or network owner, and demand a high amount to maintain that flaw.

·        Script kiddies: These types of hackers are not professional programmers or well skilled hackers. They are the beginners in the hacking world, and use other professional hacker’s tools and software to exploit the weakness and gain access to a system or networks.

              How to hack admin account through
guest account.
1) Go to C:/windows/system32.
2) Copy cmd.exe and paste it on
desktop.
3) Rename cmd.exe to sethc.exe.
4) Copy the new sethc.exe to system
32,when windows asks for overwriting
the file,then click yes.
5) Now Log out from your guest
account and at the user select
window,press shift key 5 times.
6) Instead of Sticky Key confirmation
dialog,command prompt with full
administrator privileges will open.
7) Now type “ NET USER
ADMINISTRATOR “zzz” where “zzz”
can be any password you like and
press enter.
You will see “ The Command
completed successfully” and then exit
the command prompt and login into
administrator with your new password.
Now You have hacked admin through
guest account.
#M3


So, these were the main categories of hackers present at this time in the world.
In next blog I shall give some hacking trick, so visit continue. :)