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I read some principles about game vulnerabilities and overflows.
There is something wrong with the game design. There are generally two ways of overflow, one is memory overflow and the other is syntax overflow. What you are talking about is memory overflow. In order to improve the running efficiency of the game, long integers or long floating points are rarely defined. If you save a very large number in an integer variable, it may lead to overflow (especially when pointer positioning or address reference). After overflow, you can refer to x86 assembly language and convert your commands into corresponding numbers. These are all the techniques I have learned before, and I wonder if there are any more advanced ones now. A good understanding of syntax, such as database overflow, is troublesome to say ... in short, it is to end the last command with quotation marks and then add an illegal command.