Understanding numbers in PE - portable-executable

From the above graphs I know there are 9 sections,but why in the 1st graph it shows 0900?
How to read numbers in PE format?

The number is little endian, so the least significant byte comes first. Reverse the bytes to get the value in the order usually used by people, i.e. 0x0009.

I believe Matti Virkkunen answered your question. If you have any more questions regarding the format I have included the link to the specification.
PE COFF Specification
NumberOfSections The number of
sections. This indicates the size of
the section table, which immediately
follows the headers.
-pg 12

Related

How do I know the number of bits in a byte?

What is the formula for calculating the number of bits in a byte? What external resources can I find more information?
There are 8 bits in a byte. Check here for more information. Please do research before posting a question. This could have been easily googled.

maximum field number in protobuf message

The official document for protocol buffers https://developers.google.com/protocol-buffers/docs/proto3 says the maximum field number for fields in protobuf message is 2^29-1. But why is this limit?
Please anyone can explain in some detail? I am newbie to this.
I read answers to the this question at why 2^29-1 is the biggest key in protocol buffers.
But I am not clarified
Each field in an encoded protocol buffer has a header (called key or tag) prefixed to the actual encoded value. The encoding spec defines this key:
Each key in the streamed message is a varint with the value (field_number << 3) | wire_type – in other words, the last three bits of the number store the wire type.
Here the spec says the tag is a varint where the first 3 bits are used to encode the wire type. A varint could encode a 64 bit value, thus just by going on this definition the limit would be 2^61-1.
In addition to this, the Language Guide narrows this down to a 32 bit value at max.
The smallest field number you can specify is 1, and the largest is 2^29 - 1, or 536,870,911.
The reasons for this are not given. I can only speculate for the reasons behind this:
Artificial limit as no one is expecting a message to have that many fields. Just think about fitting a message with that many fields into memory.
As the key is a varint, it isn't simply the next 4 bytes in the raw buffer, rather a variable length of bytes (Java code reading a varint32). Each byte has 7 bit of actual data and 1 bit indicating if the end is reached. It cloud be that for performance reasons it was deemed to be better to limit the range.
Since proto3 is the 3rd version of protocol buffers, it could be that either proto1 or proto2 defined the tag to be a varint32. To keep backwards compatibility this limit is still true in proto3 today.
Because of this line:
#define GOOGLE_PROTOBUF_WIRE_FORMAT_MAKE_TAG(FIELD_NUMBER, TYPE) \
static_cast<uint32>((static_cast<uint32>(FIELD_NUMBER) << 3) | (TYPE))
this line create a "tag", which left only 29 (32 - 3) bits to save field indice.
Don't know why google use uint32 instead of uint64 though, since field number is a varint, may be they think 2^29-1 fields is large enough for a single message declaration.
I suspect this is simply so that a field-header (wire-type and tag-number) can be decoded and handled as a 32-bit value. The wire-type is always the 3 least significant bits, leaving 29 bits for the tag number. Technically "varint" should support 64 bits, but it makes sense to limit it to reasonable numbers, not least because "varint" encoding means that larger numbers take more bytes to encode.
Edit: I realise now that this is similar to the linked post, but... it remain true! Each field in protobuf is prefixed by a "varint" that expresses what field (tag-number) follows, and what data type it is (wire-type). The latter is important especially so that unexpected fields (version differences) can be stored or skipped correctly. It is convenient for that field-header to be trivially processed by most frameworks, and most frameworks are fine with 32-bit integers.
this is another question rather a comment, in the document it says,
Field numbers in the range 16 through 2047 take two bytes. So you
should reserve the numbers 1 through 15 for very frequently occurring
message elements. Remember to leave some room for frequently occurring
elements that might be added in the future.
Because for the first byte, top 5 bits are used for field number, and bottom 3 bits for field type, isn't it that field number from 31 (because zero is not used) to 2047 take two bytes? (and I also guess the second bytes' lower 3 bits are used also for field type.. I'm in the middle of reading it, so I'll fix it when I know it)

Binary file and endianness

Short question. If I set first byte in binary file as a flag to check if it is created on little endian hardware, would I do good? First byte could be one byte value 0 or 1 which is possible to cast to bool later.
Endianness can change between hardwares. A "flag" as you describe is an ok way to keep track of the endianness of a file.
You might want to consider forcing an endianness on your data.
Is there a way to enforce specific endianness for a C or C++ struct?
The above question answers how to force endianness to your data, which I believe is the better way.

Any byte sequences that can not be present in valid x86 code?

Any byte sequences that can not be present in valid x86 code?
I'm looking for a byte sequence (or sequences), to inject into an x86 program compiled using GCC, that can not show up in the binary as a by product of compilation.
The reason is that I want these byte sequences to act as "labels", so that I can recognize them later during inspection.
Is it possible to construct patterns of bytes, so that, searching through the binary, these patterns will not show up except with very small probability (I prefer probability zero). In other words, I want to minimize the number of false positives!
There are sequences that today are not a valid encoding of any instruction.
Rather than digging in the opcode table present in the Intel Manual 2 you can exploit two facts of the x86 architecture:
The maximum instruction length is 15 bytes.
You can repeat prefixes.
These should also be more stable across generations than reserved opcodes.
The sequence 666666666666666666666666666666 (15 operand-size override prefixes, but any prefix will do) will generate an #UD exception because it is invalid.
For what it's worth, there is a specific instruction that fulfills the role of invalid instruction: ud2.
It's presence in a binary module is possible but its more idiomatic than an invalid encoding and it is standard, for example Linux uses it to mark a bug for if ud2 is the execution flow, the code behind it cannot be valid.
That said, if I got you right, that's not going to be useful to you.
You want to skip the process of decoding the instructions and scan the code section of the binary instead.
There is no guarantee that the code section will contain only code, for example ARM compilers generate literal pools - that's definitively uncommon on x86 though.
However the compilers usually align functions to a specific boundary (usually 16 bytes), this can be done in several ways - like stretching the previous function or with a mere padding.
This padding can be a sequence of bytes of any value - hence arbitrary bytes can be present in the code section.
Long story short, there is no universal byte sequence that appear with probability zero in the code section.
Everything that it's not in the execution flow can have any value.
We will deal with probability later, for now lets assume the 66..66h appears rarely enough in an executable.
You can't just use it directly, as 66..66h can be part of two instructions and thus be a valid sequence:
mov rax, 6666666666666666h
db 66h, 66h, 66h , 66h
db 66h, 66h, 66h
nop
is valid.
This is due to the immediate operands of instructions - the biggest immediate can be 8 bytes in length (as today), so the sequence must be lengthen to 15 + 8 = 23 bytes.
If you really want to be safe again future features, you can use a sequence of 14 + 15 = 29 bytes (for the 15-byte instruction length limit).
It's possible to find 23/29 bytes of value 66h in the code section or in the whole binary.
But how probable is that?
If the bytes in a binary were uniformly random then the probability would be astronomically small: 256-23 = 2-184.
Well, the point is that the bytes in a binary are not uniformly random.
You can open a file with an embedded icon to confirm that.
You can make the probability arbitrarily small by stretching the sequence - it's up to you to find a compromise between the length and an acceptable number of false positives.
It's unclear what you want to do but here some advice:
Most, if not all, building tools support generating a map file.
It is a file with all the symbols/names and their addresses.
If you could use actual labels (with a prefix and a random suffix) you'd collect them easily after the build.
Most output formats can be enriched with meta-information.
You can add an ELF/PE section with a table of offsets to the locations you want to mark.

Edit and read binary files?

For a data compression project, I want to be able to edit and read binary files, For this particular project it is very important to get 256 combinations out of 1 byte, I noticed saving one character in notepad resulted in a 1 byte file, this is great, so long as there are 256 characters linked to all 8-bit combinations. ASCII currently offers about 218 typeable characters, the rest are control characters
I know that there are 256 combinations in 8 bits (1 byte) because of 2 ^ 8 = 256 and i want to be able to use all those combinations for data compression. So a binary editor and reader would be perfect!
I'm afraid you're question is not specific enough. What kind of tooling are you looking for?
Hex is not fake binary, it's just another representation of the same data.
If you're on windows, open up the calculator and switch it to 'programming mode'. It'll allow you to convert values from decimal, hexadecimal and binary representation.
Then find yourself an hex-editor and you're in business.
Since you mention 'ASCII', I suggest you read Joel Spolskys post on character encodings. It's an excellent post, which clarifies how difficult it can be to show plain text. The post is from 2003, but still valid.
https://www.joelonsoftware.com/2003/10/08/the-absolute-minimum-every-software-developer-absolutely-positively-must-know-about-unicode-and-character-sets-no-excuses/

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