Part 4 — The catalogue
This is the reference half of the manual. Part 5 describes techniques — what a family of attacks is for and how the pieces fit; this part describes objects: the sixty-one modules, one page each, in the order the drawer lists them, then the window's ten pages one at a time, then the target panel.
Read it two ways. As a catalogue, by looking up a module you have already met in Part 5. Or as a tour, category by category, which is how it is arranged — because the categories are not filing conveniences, they are the eleven answers to "what kind of thing is this".
4.1 How this catalogue is built
Every module page here has the same five parts, in the same order, and the order is the order you need them in:
- What it is for — one paragraph, in terms of a session rather than a feature list.
- The commands — four to eight lines you can paste, chosen to be a
session, not an exhaustive list. The full list is one command away
(
modules/NN_name.shwith no arguments prints it) and printing all 1,400 here would make the manual unreadable without making it more complete. - What it keeps — the store, its path, and what a row in it means. A module with no store says so; "writes nothing" is a fact worth recording.
- When it refuses — what has to be absent for the module to stop, and what it says when it does.
- What to read next — the module it hands off to, or the technique page in Part 5 that puts it in context.
Two conventions run through all of it. A store means a file under loot/ with
a header row, which is to say a thing you may query, diff, hand to somebody else
or delete and rebuild. And a plan means a file that describes what a module
would do — the hardware it would need, the steps in order — written before
anything transmits, so that the decision is reviewable by somebody who is not at
the keyboard.