HOOK

Hooking


In computer programming, the term hooking covers a range of techniques used to alter or augment the behaviour of an operating system, of applications, or of other software components by intercepting function calls or messages or events passed between software components. Code that handles such intercepted function calls, events or messages is called a hook.


Hooking is used for many purposes, including debugging and extending functionality. Examples might include intercepting keyboard or mouse event messages before they reach an application, or intercepting operating system calls in order to monitor behavior or modify the function of an application or other component. It is also widely used in benchmarking programs, for example frame rate measuring in 3D games, where the output and input is done through hooking.


Hooking can also be used by malicious code. For example, rootkits, pieces of software that try to make themselves invisible by faking the output of API calls that would otherwise reveal their existence, often use hooking techniques.

// At the end of the contents (called by the object at the end of PRACTICAL);
Function openelearningFinishActivity (login, activityId, title, success, duration, score_raw) {

}

// At the end of the contents
Function openelearningFinishAll (login, activityId, title, duration, score_raw) {

}

// At the end of a screen (duration = milliseconds)
Function openelearningFinishScreen (login, activityId, pageId, title, duration, score, scoreMax, notes, xmlData) {

}

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