Buffer overflow protectionBuffer overflow protection is any of various techniques used during software development to enhance the security of executable programs by detecting buffer overflows on stack-allocated variables, and preventing them from causing program misbehavior or from becoming serious security vulnerabilities. A stack buffer overflow occurs when a program writes to a memory address on the program's call stack outside of the intended data structure, which is usually a fixed-length buffer.
Address space layout randomizationAddress space layout randomization (ASLR) is a computer security technique involved in preventing exploitation of memory corruption vulnerabilities. In order to prevent an attacker from reliably jumping to, for example, a particular exploited function in memory, ASLR randomly arranges the address space positions of key data areas of a process, including the base of the executable and the positions of the stack, heap and libraries. The Linux PaX project first coined the term "ASLR", and published the first design and implementation of ASLR in July 2001 as a patch for the Linux kernel.
Executable-space protectionIn computer security, executable-space protection marks memory regions as non-executable, such that an attempt to execute machine code in these regions will cause an exception. It makes use of hardware features such as the NX bit (no-execute bit), or in some cases software emulation of those features. However, technologies that emulate or supply an NX bit will usually impose a measurable overhead while using a hardware-supplied NX bit imposes no measurable overhead.
Return-oriented programmingReturn-oriented programming (ROP) is a computer security exploit technique that allows an attacker to execute code in the presence of security defenses such as executable space protection and code signing. In this technique, an attacker gains control of the call stack to hijack program control flow and then executes carefully chosen machine instruction sequences that are already present in the machine's memory, called "gadgets". Each gadget typically ends in a return instruction and is located in a subroutine within the existing program and/or shared library code.