Objective C - Protect Framework code - objective-c

I have to show other people a project I'm working on but I want to protect a framework in the project from being readable. I just packed all the code in the framework and added it to the project.
The problem is that when the framework calls some delegate methods and I set a breakpoint to those Xcode shows the full .m / .mm files where those calls come from. How can I prevent that? I want to protect my code.

You are only seeing the code because it's available on your machine and Spotlight can find it. If you distribute the compiled framework binary, the source will not show up in the debugger, though the names of methods will. Stripping the binary ("Strip Linked Product") will remove some names of functions, but not methods, since these have to be available at runtime in order for message dispatch to work. This will make it harder to make use of crash logs, so I don't generally recommend it unless you really need to save space.
Keep in mind that there is only so much you can (or should) do to protect against reverse engineering. All languages are subject to reverse engineering, but ObjC is particularly susceptible by its nature. See Decompiling Objective-C libraries for more discussion on that.

Compile your framework into a binary. This will "protect" the source code from being readable, with only the header files (you choose) to be exposed.

Related

What’s the difference between Xcode, Objective-C and Cocoa?

This question pops up quite often here, even if just implicitly when users mistag their iOS questions. So, what’s the difference between Xcode, Objective-C and Cocoa?
Objective-C is a programming language. It could be said that it’s just a description of what valid Objective-C programs look like and what they mean. If you have a source code listing written in Objective-C, you need an interpreter or a compiler to put the listing to work. Languages like Objective-C are usually compiled, so most people use a compiler (like LLVM). Objective-C is almost exclusively used to develop for iOS and OS X, but there are other uses, too – as an example, some people write Objective-C for Linux.
You can use a text editor to write the sources and a compiler to turn them into an actual programs, but with modern technologies there’s much more to take care of, so that there is another program to make your job easier. These are called Integrated Development Environments, or IDEs. An IDE offers you a convenient way to edit the sources, compile them, debug the resulting programs, read the documentation, and many other things. Xcode is one such IDE. An important observation here is that Xcode does not compile your sources itself, it just calls the standalone compiler (LLVM). And Xcode is not the only IDE you can use to develop Objective-C apps – there’s AppCode, for example.
Writing iOS or OS X apps from scratch each time would be very time-consuming. That’s why Apple provides the developers with a good set of libraries. The libraries are simply a huge amount of source code written by Apple, and this source code takes care of most things that apps have in common. These libraries are called Cocoa.
Now, if you can’t figure out how to extend a class, you are most probably talking about Objective-C. It doesn’t have anything to do with Xcode or Cocoa, you could be very well writing some GNUstep code for Linux using Vim as an IDE and GCC as a compiler. On the other hand, if your Xcode build process fails because of some mysterious setting, or if you’re trying to build a static library in Xcode, that’s clearly an Xcode issue. And if you can’t figure out how to use some NSObject facility or the NSFileManager class, that’s Cocoa. (But it doesn’t have to be Xcode-related, as you could use AppCode or TextMate as your IDE!)
Originally available on my blog. Feel free to link to the blog post or this question when retagging or explaining the difference.
Xcode is the integrated development environment (IDE)—the application—that developers use to write software for iOS and/or OS X. It includes the editor, the build system (determining what to build to produce the desired target), and quite a few other things.
Objective-C is the main language that developers write such software in. They may write bits of it in pure C, use C++ or combine it with Objective-C (producing Objective-C++), or write some or all of the program in another language entirely, such as MacRuby, Java (with j2objc), or C# (with MonoTouch).
Xcode includes the Clang compiler, which turns code written in Objective-C, C, and a few other languages into executable code. Most error messages come from Clang, and Xcode relies heavily on it for search indexing, syntax highlighting, and name completion of Objective-C code.
Cocoa and Cocoa Touch are application frameworks. Each one is a suite of many individual frameworks (libraries stored in folders named blahblah.framework), such as:
Foundation (both): General object-oriented utilities, including NSString, NSURL, NSFileManager, etc.
Core Foundation (both): Mostly the same thing, but different, mainly in having a C-based API rather than Objective-C
Application Kit (Mac): Application and windowing framework
UIKit (iOS): Application and windowing framework
Core Graphics (both): Drawing
Core Animation (both): Sprite-management and animation framework
(and many, many more where they came from, especially on the Mac)
So:
You can use a framework besides Cocoa or Cocoa Touch, but you'll have to have some Cocoa/Cocoa Touch code, at some level, in order for your application to talk to the system, receive events, draw, etc. Frameworks that specifically target Mac and/or iOS will include the relevant wrappers for you, at varying levels of quality.
You can use a language besides Objective-C, but you'll have lots of syntactic awkwardness, as most of Cocoa and Cocoa Touch are designed for Objective-C's unique syntactic features (particularly selectors).
You can use an editor besides Xcode, and you can even use a build system besides Xcode (such as make), but Apple's App Stores expect apps built a particular way (especially with regard to code signing), so unless you're not targeting the App Stores, any other build system has to replicate what Xcode does or risk its users getting rejections.
A clear mistake is failing to differentiate Xcode from everything else. Xcode is the tool you are using to program in - to edit code, run code, etc. So if you are having trouble with the tool (e.g., the window doesn't show you your code properly, or you're having trouble drawing your interface, etc.), that's an Xcode problem.
If you don't understand why your code doesn't work, you're probably having an Objective-C problem or a Cocoa problem. But you won't necessarily know which.
It's an Objective-C problem if the root of your trouble is that you don't know how the language works (e.g. you don't know what the asterisk is for, or that declaration is not instantiation, or that messages to nil do not error out but don't do anything either).
It's a Cocoa problem if you don't grasp the delegate architecture or how a view controller works.
But my experience of the way people pose questions is that you may be ignorant of which of these you are ignorant of. I don't mean you personally, I mean all of us. This can make it difficult to pose the question properly because you don't know what exactly it is that you don't know — if you did, you'd know it and you probably wouldn't be having a problem (you'd be fixing the problem and on to the next thing).

Creating your own custom libraries in iOS?

I'm fairly new to programming and wanted to start programming more efficiently. Try as I may I often find myself straying from the MVC model.
I was wondering are there any tips or methods in keeping your code organized when coding in xcode objc? To be more specific (I know you guys like that :) I want to
Be able to write libraries or self-containing code that can bring from one project to another
Share my code with others as open sourced projects
Prevent myself from writing messy code that does not follow proper structure
Use a high warning level. Build cleanly.
Remove all static analyzer issues.
Write some unit tests.
Keep the public interfaces small.
Specify your library's dependencies (e.g. minimum SDK versions and dependent libraries).
Compile against multiple/supported OS versions regularly.
Learn to create and manage static library targets. This is all you should need to support and reuse the library in another project (unless you drag external resources into the picture, which becomes a pain).
No global state (e.g. singletons, global variables).
Be precise about support in multithreaded contexts (more commonly, that concurrency shall be the client's responsibility).
Document your public interface (maybe your private one too…).
Define a precise and uniform error model.
You can never have enough error detection.
Set very high standards -- Build them for reuse as reference implementations.
Determine the granularity of the libraries early on. These should be very small and focused.
Consider using C or C++ implementations for your backend/core libraries (that stuff can be stripped).
Do establish and specify any prefixes for your library's objc classes and categories. Use good prefixes too.
Minimize visible dependencies (e.g. don't #import tons of frameworks which could be hidden).
Be sure it compiles without the client needing to add additional #imports.
Don't rely on clients putting things in specific places, or that resources will have specific names.
Be very conservative about memory consumption and execution costs.
No leaks.
No zombies.
No slow blocking operations on the main thread.
Don't publish something until it's been well tested, and has been stable for some time. Bugs break clients' code, then they are less likely to reuse your library if it keeps breaking their program.
Study, use, and learn from good libraries.
Ask somebody (ideally, who's more experienced than you) to review your code.
Do use/exercise the libraries wherever appropriate in your projects.
Fix bugs before adding features.
Don't let that scare you -- it can be really fun, and you can learn a lot in the process.
There are a number of ways you can reuse code:
Store the code in a common directory and include that directory in your projects. Simple, but can have versioning issues.
Create a separate project which builds a static iOS library and then create a framework. More complex to setup because it involves scripting to build the framework directory structure. But easy to use in other projects and can handle versioning and device/simulator combined libs.
Create a separate project which builds a static iOS library and then include this as a subproject in other projects. Avoids having to build frameworks and the results can be more optimised.
That's the basic 3, there are of course a number of variations on these and how you go about them. A lot of what you decide to do is going to come down to who you are going to do this for. For example I like sub projects for my own code, but for code I want to make available for others, I think frameworks are better. even if they are more work to create. Plus I can then wrap them up with docsets of the api documentation and upload the whole lot as a DMG to github for others to download.

Objective-C Framework Protection

I have developed a number of frameworks that I want to ship with my application. I don't want others to be able to use the frameworks, but i've seen utilities such as class-dump which can get the headers back easily.
My question is, how can I make my frameworks more secure? I know that they'll never be 100% secure, but are there some good general tips to follow?
Thanks!
In short, don't bother. The very nature of the Objective-C runtime is that there is significant metadata available.
The reality is that it would be exceedingly rare for someone to pick up your framework and try to embed/use it.
Note that code obfuscators don't really work very well; there is still quite a bit of metadata that must be exposed. You can go that route, but -- generally -- it makes debugging/crash analysis significantly more difficult without actually solving a real problem.
I see others have pointed you down the path of obfuscation (though I suspect that the answer of #define someSelector mmmrrrggglll wasn't really tested much).
Some specific points to consider as you go down this path (I'm sure I've missed many):
if you use KVO/KVC, make sure you obfuscate all those calls to addObserver:* and the like
if you are targeting Mac OS X, don't forget about Bindings, too!
Interface Builder's xib files will often contain references to instance variables and/or properties and/or methods. Don't forget about those!
Anything that uses runtime introspection will need obfuscation, too.
make sure you don't obfuscate anything that the system frameworks are dependent; wouldn't want to subclass NSView, say, and then obfuscate drawRect: or initWithFrame:.
In some cases, the Info.plist can refer to class names and entry points. Don't mess with those, either!
Also, make sure every use of #selector() is also properly obfuscated; nothing like setting up an NSTimer firing against a method that no longer exists.
Make sure your obfuscation plans also includes the engineering work necessary to create an un-obfuscator for crash logs.
You'll also want to consider how you are going to debug a production binary; assume your stack traces will be obfuscated. b mmmrrrggglll ftw!
If your framework has symbol exports control, make sure to obfuscate 'em, too! Keep in mind that the way symbols are created differs between architecture and compiler, in some cases.
You can use static libraries to link with your application instead of frameworks. However, if you want to ship frameworks, you can use code obsfucators to make your library more difficult to use.
EDIT:
This SO post has a pretty simple description of a basic obsfucation.
How can objective C classes be encrypted
There are products on the market that do this, but they are expensive.

Obfuscate Objective-C code for a reusable iOS package [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Objective-C Code Obfuscation
I am trying to put together an iOS package that can be reused in multiple apps. I would like to be able to bundle it up for others to easily plug in and use, and I would like to obfuscate the code so that no one can read it.
What would you recommend between building a framework, a static library, or another solution to accomplish this and why?
If you're distributing for iOS, you have two options:
Distribute a precompiled binary and headers
Distribute the source
Since you're asking about hiding stuff, I don't think #2 is what you're looking for.
As for #1, the best you can do is just not tell 3rd party users about more stuff. They'll still be able to use the runtime to find methods and properties and instance variables, etc. If you're doing everything in C-land (ie, no Objective-C classes), then they can still use things like otool to dump symbols.
In short:
It's probably not worth trying to "obfuscate" your code. Just tell them about the stuff they need to know about, then give them a .a file and the headers they need.
A framework is the standard Cocoa approach to shared code. You can distribute a framework as a compiled code library and a collection of public headers without making any of the underlying Objective-C soure code visible. Of course, a dedicated hacker could still read the machine code, but this would be a big undertaking, and probably not worth the time they would have to spend on it.
If you are really concerned about sensitive code, you could consider an internet-based service, in which your library calls out to a remote server under your control to perform some business logic. This approach is quite a bit more involved, and does not offer as much flexibility for your customers.

Any ReSharper equivalent for Xcode?

I'm a complete Xcode/Objective-C/Cocoa newbie but I'm learning fast and really starting to enjoy getting to grips with a new language, platform and paradigm.
One thing is though, having been using Visual Studio with R# for so long I've kind of been spoiled with the coding tools such as refactorings and completion etc and as far as I can tell Xcode has some fairly limited built in support for this stuff.
On that note, does anyone know if any add-ins or whatever are available for the Xcode environment which add coding helpers such as automatically generating implementation skeletons from a class interface definition etc?
I suspect there aren't but I suppose it can't help to ask.
You sound as if you're looking for three major things: code templates, refactoring tools, and auto-completion.
The good news is that Xcode 3 and later come with superb auto-completion and template support. By default, you have to explicitly request completion by hitting the escape key. (This actually works in all NSTextViews; try it!) If you want to have the completions appear automatically, you can go to Preferences -> Code Sense and set the pop-up to appear automatically after a few seconds. You should find good completions for C and Objective-C code, and pretty good completions for C++.
Xcode also has a solid template/skeleton system that you can use. You can see what templates are available by default by going to Edit -> Insert Text Macro. Of course, you don't want to insert text macros with the mouse; that defeats the point. Instead, you have two options:
Back in Preferences,go to Key Bindings, and then, under Menu Key Bindings, assign a specific shortcut to macros you use often. I personally don't bother doing this, but I know plenty of great Mac devs who do
Use the CompletionPrefix. By default, nearly all of the templates have a special prefix that, if you type and then hit the escape key, will result in the template being inserted. You can use Control-/ to move between the completion fields.
You can see a full list of Xcode's default macros and their associated CompletionPrefixes at Crooked Spin.
You can also add your own macros, or modify the defaults. To do so, edit the file /Developer/Library/Xcode/Specifications/{C,HTML}.xctxtmacro. The syntax should be self-explanatory, if not terribly friendly.
Unfortunately, if you're addicted to R#, you will be disappointed by your refactoring options. Basic refactoring is provided within Xcode through the context menu or by hitting Shift-Apple-J. From there, you can extract and rename methods, promote and demote them through the class hierarchy, and a few other common operations. Unfortunately, neither Xcode nor any third-party utilities offer anything approaching Resharper, so on that front, you're currently out of luck. Thankfully, Apple has already demonstrated versions of Xcode in the works that have vastly improved refactoring capabilities, so hopefully you won't have to wait too long before the situation starts to improve.
I'm excited to say that JetBrains have decided to make a decent IDE for Objective-C coders.
It's called AppCode and it's based on their other tools like RubyMine and Resharper. It's not native Cocoa, but has loads of raw refactoring power.
http://www.jetbrains.com/objc/index.html
I've started using it for my main Objective C project and I'm already in love. It's still in it's infancy, but for code editing and refactoring it already blows Xcode away.
Update
It's now at a totally usable speed. I've switched over to it full time and it still blows my mind how amazing refactoring and coding is compared with Xcode. It just handles so much for you - auto importing, almost infinite customisation. It makes Xcode look like a toy.
Xcode has refactoring for C and Objective-C built in. Just select what you'd like to refactor, choose "Refactor..." from either the menu bar or the contextual menu, and you'll get a window including the available refactorings and a preview area.
Xcode doesn't currently have a public plug-in API; if there are specific types of plug-ins you'd like Apple to enable, file enhancement requests in the Bug Reporter. That way Apple can count and track such requests.
However, there are third-party tools like Accessorizer and mogenerator (the latest release is mogenerator 1.10) that you can use to make various development tasks faster. Accessorizer helps you create accessor methods for your classes, while mogenerator does more advanced code generation for Core Data managed object classes that are modeled using Xcode's modeling tools.
Just so people know, Accessorizer does more than just generate accessors (both 1.0 and properties for 2.0) it also generates Core Data code for persisting non-standard attributes, your NSSet accessors for custom to-many relationships.
In fact, Accessorizer will help provide you with the init, keypath, keyed-archiving, indexed accessors, accessors for unordered collections such as NSSet, copyWithZone, KVO, key-validation, singleton overrides, dealloc, setNilForKey, non-standard attribute persistence (Core Data), locking, headerdoc, convert method to selector, NSUndoManager methods and more.
I found some xtmacro files in Xcode.app package:
/Developer/Applications/Xcode.app/Contents/PlugIns/TextMacros.xctxtmacro/Contents/Resources
Installed Xcode ver. 3.2.5.