Detecting if a running application is sandboxed - objective-c

Given an application's pid, is there any way, programatically, of detecting if that application is running in an OSX sandbox environment?
Ideally, I'd like to know if there's an API call somewhere, preferably in C, rather than objective-C (for a daemon, so not using Cocoa), but if not, is there any other way of checking?

#Linuxios was right partly right about there being a CoreFoundation call. In fact, there are a few that when combined, can be used to solve this and it's based on the call to SecStaticCodeCheckValidityWithErrors
For anyone that may want, or need to programmatically test for an app being sandboxed can follow this blog.
Also, the full code to the article has been added to Github here.

First you must get the path of the application from the pid, and then you can use the command codesign --display --entitlements - app_path to view all the entitlements. If the app has the entitlements com.apple.security.app-sandbox set to true then it is sandboxed.
You can take a look here.

For detecting the sandbox in Flex/AIR/AS3 you can use the following kludge. The same approach should also work in objc. The only condition under which this would not work would be if the Documents folder were entirely empty. Or you could use any other folder that is off-limits to the sandbox.
var file:File = File.userDirectory;
var a:Array = file.nativePath.split("/");
var userName:String = a[2];
var docFolder:File = new File("/Users/" + userName + "/Documents/");
var dirList:Array = docFolder.getDirectoryListing();
if (dirList.length>0) {
docDirectoryDisplay.text = "App is NOT sandboxed.";
} else {
docDirectoryDisplay.text = "App is sandboxed.";
}

Related

Store an array on the app group for WidgetKit

I'm trying to store an struct array into the app group container to use it later on the widget.
let's assume, I have an array of string
let = array = ["object1", "object2", "object3"]
and I saw here I can access to the app group container url
let applicationGroupId = "group.com.development.widget"
guard let groupURL = FileManager.default.containerURL(forSecurityApplicationGroupIdentifier: applicationGroupId) else {
fatalError("could not get shared app group directory.")
}
Now, I need to know how I can store this array on app group and how I can read from it on the Widgetkit SwiftUI class
Your help will be appreciated.
Signing, Capabilities, Entitlements
Right now it should be possible to do all of this from within Xcode (12+). In the app's project settings go to the Signing & Capabilities tab and make sure Automatically manage signing is enabled and the Team has a valid development team (either company or personal account).
Tap on the + Capability button on the top left to enter the App Group Capability (this will also add an entitlements file). Now you will find an App Group section. Hit the + button for App Groups and enter a globally unique identifier (something like group.<appid>). This will create the app group on the developer platform and add it to your app's provisioning profile and entitlements.
You must repeat the same steps and use the same app group for all targets (app target, widget extension target and (optionally) intent targets). If you hit the reload button for the other targets' app group it should automatically show the app group you previously registered and you can check the checkbox. If not, hitting + and using the same id should work as well.
Finally, check all entitlements files and ensure that they have the same String in App Groups (copy and paste just to make sure).
Code
In code you now just have to access the user defaults using the chosen app group as suitName. To test whether everything is set up correctly, I would put the following line in application(_:didFinishLaunchingWithOptions):
UserDefaults(suiteName: "group.id.test")!.setValue(["object1", "object2", "object3"], forKey: "test")
In the Widget just try to put it in a Text view:
struct WidgetTestEntryView : View {
var entry: Provider.Entry
var text: String {
(UserDefaults(suiteName: "group.id.test")!.value(forKey: "test") as? [String])?.joined(separator: " ") ?? "Nothing stored yet"
}
var body: some View {
Text(text)
}
}
Note: I force unwrap the user defaults on purpose to fail early and check whether the setup of capabilities/signing worked. In production you should guard against a failure.
Alternative Storage
As you pointed out it's also possible to persist data in a shared container by writing to url provided by FileManager.default.containerURL(forSecurityApplicationGroupIdentifier:) but I don't think you need that for your simple example. If you want to share data that is more complex than String, Int, Array ... make sure to convert it to Data since user defaults cannot handle arbitrary data (even if it's Codable).
Manual Signing
If you use manual signing you just have to do the same step in the developer console starting with registering an app group. After that, add the group to all identifiers' capabilities and recreate all provisioning profiles. From there you should be use similar steps to the ones described above.

Changing language in UWP doesn't change system features language - only on app restart

I have a UWP application.
And i have a need to change locale on the fly, so i have this for language changing:
Windows.Globalization.ApplicationLanguages.PrimaryLanguageOverride = language.FourDigitCode;
ResourceContext.GetForViewIndependentUse().Reset();
ResourceContext.GetForCurrentView();
But there is a problem that system features language doesn't switch ( only after application relaunch ) how can i fix it?
Here is an example:
Now i run this code:
Windows.Globalization.ApplicationLanguages.PrimaryLanguageOverride = "lv-LV";
ResourceContext.GetForViewIndependentUse().Reset();
ResourceContext.GetForCurrentView();
The UI gets localized, but system features still remain unlocalized:
But when i restart the app, all is OK:
Any ideas how can i fix it?
I'm afraid there is no fix for this and what you've seen is by design. Ref Remarks of PrimaryLanguageOverride property:
When you set the PrimaryLanguageOverride, this is immediately reflected in the Languages property. However, this change may not take effect immediately on resources loaded in the app UI. To make sure the app responds to such changes, you can listen to the QualifierValues property on a default resource context and take whatever actions may be needed to reload resources. Those requirements may vary depending on the UI framework used by the app, and it may be necessary to restart the app.
For your scenario, a restart is needed. I'd suggest that you can add a tip to tell users to restart the app and also a button to close the app like what used in News App.
And to close the app, we can call Application.Exit method like the following.
Application.Current.Exit();
Maybe page reloading can fix it? Try to re-navigate to the same page.
Found the example below here.
//like this
private bool Reload(object param = null)
{
var type = Frame.CurrentSourcePageType;
Frame.Navigate(type, param);
Frame.BackStack.Remove(Frame.BackStack.Last());
}
// or like this
private bool Reload(object param = null)
{
var frame = Window.Current.Content as Frame;
frame.Navigate(frame.CurrentSourcePageType, param);
frame.BackStack.Remove(frame .BackStack.Last());
}

User Specific App Settings

I have started working with server side app settings and it would appear the default mechanics for a shared app is to save the app settings across the entire project scope; so if an individual makes changes to the app settings, those changes are reflected for all future users. This is not the ideal use in my specific case. I would like it if I could have different settings for each user, without them each adding separate instances of my custom HTML. Is this possible using server side settings, or will I need to look into using cookies to save the settings on each user?
Note: I've read the documentation on app setting scope (https://help.rallydev.com/apps/2.0rc1/doc/#!/guide/settings-section-define-scope) but it doesn't appear as though "user" is an option.
Thanks!
Conner, you're making a good argument for User-level settings for an app.
Unfortunately, we don't support that currently. The settingsScope option in AppSettings only supports the values app, project, or workspace.
Creating an instance of the app for each user (such as on their individual dashboard) is the best alternative I can think of. But as you mentioned, this is not ideal for you.
I have solved this issue by prepending the user ObjectID to each setting value before I save or load it from the Rally servers. Here is the code for my user settings set/get functions:
setUserSetting : function(settingName, settingValue, callback) {
var settings = {};
settings[App.getContext().getUser().ObjectID + settingName] = settingValue;
App.updateSettingsValues({
settings : settings,
success : function() {
App.setSettings(Ext.Object.merge(App.getSettings(), settings));
callback();
}
});
},
getUserSetting : function(settingName) {
return App.getSetting(App.getContext().getUser().ObjectID + settingName);
}
BTW, it seems kind of strange that I have to save the settings in the way I have. The "updateSettingsValues" function sets the settings on the next load of the app and the "setSettings" function sets it for the current runtime of the app. It's a strange way to have to do it, but it works.

Capture and save a photo in XAML/C# for a Windows store application

I'm trying to take and save a photo using a windows surface device.
I'm using the code below to take a photo and this work but I'd like to automatically create a directory on the device's local drive and save this photo there without any dialog prompts.
So the code I use to capture to photo is as follows:
CameraCaptureUI camera = new CameraCaptureUI();
StorageFile file = await camera.CaptureFileAsync(CameraCaptureUIMode.Photo);
if (file!=null)
{
using (IRandomAccessStream ras=await file.OpenAsync(FileAccessMode.Read))
{
BitmapImage source = new BitmapImage();
source.SetSource(ras);
imageBuildingPhoto.Source = source; // this is just an image control.
}
}
So after this I'd like to automatically save the photo to a new directory. e.g.
My Pictures\NewDirectory\Photo1.jpg
Anybody got any idea how I can do this?
This is a windows store application written using C#4.5 and XAML.
Thanks in advance
Use the CopyAsync method on the StorageFile object you get back (file). You can specify a directory and file name. If you need to create your own directory structure, you will need to enable access to the appropriate library in the Package Manifest then create it in code. You will then use the StorageFolder class and its CreateFolderAsync method to create folders.
http://aka.ms/30Days has some great resources for learning about scenarios like this. Might be worth checking out.
Your code will need to look to see if that folder exists and create it if it does not. Your app will need to declare the capability to access the user's Photos library in the app manifest, too.
To take a picture, your code is correct. I have a walkthrough in case you want to verify it against some other code: http://blog.jerrynixon.com/2012/10/walkthrough-capturing-photos-in-your.html
To interact with the file system, this can be tricky, but I have a longer write up on that if you want to reference it: http://blog.jerrynixon.com/2012/06/windows-8-how-to-read-files-in-winrt.html
The answer to your question is, yes you can. I have done it in my own apps. Now, it's just a matter of you implementing it in yours. You will find it to be pretty easy.

Adding Google Objective-C API 'GTL' to iPhone project

How to I add the Google Drive API to my iPhone project to I can use it?
So far, I have dragged the GTL project into my current app project (so that it is nested under my app project). Then, under my app target's build phases, I added GTL.framework, and then added GTL.framework to my 'Link binary with Libraries' (see attached pic). This throws the following error:
clang: error: no such file or directory: '/Users/xxx/Library/Developer/Xcode/DerivedData/Golf-hfbczyaemhyzgvbrtgdxqnlzeuaa/Build/Products/Debug-iphonesimulator/GTL/GTL'
How to I fix this?
I struggled with this exact issue for most of the day today, and I found it extremely frustrating. I have finally figured it all out so here is a straightforward step by step guide on how to add the Google API to an iOS7 project using XCode5, using ARC, without having to create Workspaces or any of that.
The answer provided by RawMean works well, but it gave me issues with ARC. I also didn't like the fact that you had to add project, create a workspace and then delete the project. So my solution will deal with both these issues.
Check out the code. To do this, you can just run svn checkout http://google-api-objectivec-client.googlecode.com/svn/trunk/ google-api-objectivec-client-read-only from your terminal. I will refer to this code as "Google's code".
Go to your project's Build Phases. Expand "Link Binary With Libraries" and add Security.framework and SystemConfiguration.framework. These two are required by Google's code.
Go to your project's Build Settings. Using the search box there, look for Other Linker Flags (make sure "All" is selected to the left of the search box). Add -ObjC -all_load.
Now search for User headers search path and add the full path to Goggle's /Source directory. Make sure you select recursive.
Using Finder, go to Google's /Source/OAuth2/Touch directory. Drag and drop GTMOAuth2ViewTouch.xib into your project.
Go back to Finder and go to Google's /Source directory. Drag and drop GTLCommon_Sources.m and GTLCommon_Networking.m into your project.
Now, you need to import the files for the services you want to use. In my case, I need to use Google Drive, so I'll add those. In finder, go to Google's /Source/Services/Drive/Generated directory. Drag and drop GTLDrive.h and GTLDrive_Sources.m into your project. If you want to use other services, go to their directory and import the appropriate .h and .m file.
For some reason, Google's code doesn't use ARC, so if you try to build right now, you will get ARC compile errors. So we need to disable ARC for Google's code only. To do this, go back to your project's Build Phases, but this time expand "Compile Sources". Make sure that GTLCommon_Sources.m and GTLCommon_Networking.m are there. Select them, press enter and type in -fno-objc-arc. This will disable ARC for both of them. Make sure you don't add this option for any other file (unless you know what you're doing).
You are done! Now, whenever you want to use Google's API, just import GTMOAuth2ViewControllerTouch.h and your service header. In my case, since I'm using Google Drive, I will also import GTLDrive.h.
I hope that helps and saves some people from pulling all their hair out.
I struggled with this error message as well. This is how I solved it:
Make sure you have added the folder for the service that you are using under GTLSource/Common/ (e.g., add the Drive folder for GoogleDrive).
Under GTL.xcodeproj (that you have already added to your workspace) find the GTLSource folder and drag it to your main project (Golf in your case). Done!
Now you can remove references to the GTL.xcodeproj that you have added to the workspace.
With this approach, you don't even need to add the libraries (so remove them from the list of linked libraries if you have added them).
The Google API documentation is nothing like Apple's documentation (it's not good).
I should also mention that I'm building an app for iOS and not MacOSX, but this should work for OSX as well.
Not only doing the above, but go under "[Project Name] Targets->Build Phases> Compile Sources" and click the + button. Then add all the .m files, for some reason most of the aren't automatically.
I also had to delete (the reference) to "GTLDrive_Souces.m" from the Drive folder, but I don't understand why i had to do that part.
Better to use Pod
How to install CocoaPods and setup with your Xcode project
for reference : [http://blogs.triffort.com/?p=309][1]
Open the pod file and add
pod 'Google-API-Client/Drive', '~> 1.0' save pod file and call pod install in terminal. Note:pod file you must give link_with
'Your_project_name', 'Your_project_nameTests' after this line only add
your library
this is does not really solve the problem of installing Google API's but in this repo I accessed Google Forms from an iOS app without using Google's API. https://github.com/goktugyil/QorumLogs
So you may skip the installing API part in some projects
Here is the tutorial of how to set it up:
https://github.com/goktugyil/QorumLogs/blob/master/Log%20To%20GoogleDocs.md
Heres the code to do it:
private static var googleFormLink: String!
private static var googleFormAppVersionField: String!
private static var googleFormUserInfoField: String!
private static var googleFormMethodInfoField: String!
private static var googleFormErrorTextField: String!
/// Setup Google Form links
static func setupOnlineLogs(#formLink: String, versionField: String, userInfoField: String, methodInfoField: String, textField: String) {
googleFormLink = formLink
googleFormAppVersionField = versionField
googleFormUserInfoField = userInfoField
googleFormMethodInfoField = methodInfoField
googleFormErrorTextField = textField
}
private static func sendError(#text: String) {
var url = NSURL(string: googleFormLink)
var postData = googleFormAppVersionField + "=" + text
postData += "&" + googleFormUserInfoField + "=" + "anothertext"
postData += "&" + googleFormMethodInfoField + "=" + "anothertext"
postData += "&" + googleFormErrorTextField + "=" + "anothertext"
var request = NSMutableURLRequest(URL: url!)
request.HTTPMethod = "POST"
request.setValue("application/x-www-form-urlencoded; charset=utf-8", forHTTPHeaderField: "Content-Type")
request.HTTPBody = postData.dataUsingEncoding(NSUTF8StringEncoding)
var connection = NSURLConnection(request: request, delegate: nil, startImmediately: true)
}