Registration for Cocoa shareware - objective-c

What is the best way to protect a Cocoa shareware application from software piracy? Are there developer libraries/tools out there for this task?

Allan Odgaard - using openssl for license keys is one way to do it.

AquaticPrime is a simple, easy Cocoa licensing framework. It uses securely signed plist's as it’s “license key”, which makes it simple to embed arbitrary information into the license.
With AquaticPrime one would generally distribute the license as a small file, rather than as a text string, which may be an advantage or disadvantage for your application.
The framework includes code to generate licenses in C#, Carbon, Cocoa, PHP, Python, Ruby and STL. It also includes a GUI one-off license generator. My experience with it has been great.

Speaking of Wil Shipley, he has made his in-application payment and registration framework available for licensing under the name of Golden % Braeburn. I believe that Delicious Library and SousChef both use this framework.

Let's see here.
Home-brewed approaches:
Common Counter-Measures
Serializing
Recommended Service Solutions:
Aquaticmac
eSellerate - Also handles transaction processing
This list is by no means comprehensive, but rather just a brief mention of some of the popular choices. Obviously, they can only detour piracy so there is clearly a compromise on how much time should be invested. I'd also suggest googling Wil Shipley's (delicious app) thoughts about why developers shouldn't go to great lengths to prevent piracy.

Don't forget to do some reading on Common methods of cracking Cocoa apps. Be wary of method swizzling and Input Managers. You don't have to go out of your way to protect your app -- A cracker will always outdo you -- but don't be naive either!

I nice solution that I can recommend is the potion store (from potion factory) together with the cocoafob classes (from gleb dolgich). They provide code generation and verification and an actual store for selling your app(s)
both are open source

Related

Should you maintain separate version numbers of your web-based interface and APIs?

Suppose you are developing a platform which has a web-based interface for its users and APIs for third-party developers. Something similar to Salesforce (or even Facebook).
Salesforce and Facebook, both platforms have normal web-based interface for its users and APIs for third party developers.
Ideally any API internally calls the same function which is being used by the web-based interface. For e.g. "Create a Project" button and "CreateProject" API calls the same "createProject()" function internally. So you can maintain the same version for both as in most cases they are tightly integrated.
Now sometimes you add a feature which makes you increment the minor version of the web-based interface but since you are not implementing that feature in API, API version should remain as is.
How do you handle such cases? Should you maintain separate versions of your web-based interface and APIs for your platform?
It Depends. Because It is difficult to offer a conclusive answer to this question. But I would share some ideas and drill-down some scenarios to help at best.
I would suggest there should be two versions of the api. internal apis and public apis. At a caller's end, they would be two physically distinct apis/end-points so that the security policies and a of lot of other things can be done without exposing much information as well as without relaying any responsibility on code to handle the distinction policy based on who's calling from where as that may quite easilyfail.
It is ok if both versions of the apis consolidate down the line to some extent without involving any security risk but a separate team of expert engineers can design this consolidation to be seamless yet safe. It's a trade-off of between code-reuse and everything else. This is very subjective and can turn into endless discussion. But the software evolves very well as result of this design process if it is agile and iterative.
The apis should be externalizable and inter operable. If the project is very large, then different teams working on separate parts of the project will interact with each other's work using internal apis only. No hanky-panky. No direct data access. Only apis.
This approach will help you create awareness of what's being done in the project across all teams if the apis are discoverable which I personally believe is a very good thing for collaborative team work. In fact it also helps in re-usability. Testing becomes unified and automated. Every team will become responsible for their own work and hence it should be easy to address accountability.
There's more stuff that can go in here but I think this is sufficient at a high level.
IF allowed, I would also read this question as
"Should you have purely service oriented architecture or not ?"
And my answer would be, **It Depends.**Because It is difficult to offer a conclusive answer to this...
Do not publish core function directly via API, instead create all API functions as proxy functions and all changes in core functions will be handled in proxy functions.
Change public api version if there is change in API input/output.
This way you could achieve code re-usability and it does not increase public API version frequently.
Edit:
If you are talking about software version number. My answer is Yes.

What language to choose for SaaS API?

I work in a small organization that has built an enterprise SaaS solution. Up until this point our workflows have had no programmatic interface. We're moving to a model that will allow for an end user to do anything programmatically that can be done in the UI. I'm looking for suggestions in terms of the language/framework that you would use to build that programmatic layer.
From an organizational perspective I would like the current UI team to also have ownership of the API. That team is familiar with PHP, Rails, and Javascript. Our current back-end code is written in Scala. I'm leaning toward not doing the APIs in Scala because it doesn't seem like the right tool for the job and the lack of subject matter expertise around it on the UI team.
From a functionality perspective most of the APIs will be fairly simple database operations (CRUD) with perhaps some simplistic business logic applied on top (search for example).
I'm a bit intrigued by using Node.js for this as everyone on the team is really strong with Javascript. That being said I don't just want to hop on the semi-new technology bandwagon. Because it is enterprise software, unit testing frameworks, reusability, and extendability are all important considerations as well.
Any suggestions?
I realize this question was about technology options, but there's a fundamental concern that seems really important to call out:
From an organizational perspective I would like the current UI team to also have ownership of the API.
While this sounds like a logical approach, it may not work out well unless you're UI team is made up of really solid engineers. SaaS API development is arguably one of the most challenging aspects of modern software design. A great API will make everyone's lives easier, while a poor API will bring your system to its knees and leave you completely clueless as to why.
As a quick example, if you don't solve the end user's needs in the right way, you're likely to force a number of n+1 problems on them (and thus, on you.)
There is a bunch of great material out there about how to design great APIs and even more about the pitfalls of designing a bad one. Generally speaking, most of the UI devs I've worked with, particularly ones that are only familiar with scripting languages, are not people I would entrust to API design. Instead I would utilize them as customers (in a Scrum sense) who guide the design by describing end-user needs.
I faced something like this on a previous project, where we ended up going with a combo of Esper and our own DSL written using ANTLR 3.0. Our biggest concern with using a fully funcional runtime, was sandboxing the user's code.
That said, I think Node.JS would be one of the easier ones to sandbox and it fits your needs. Maybe using something like this: http://gf3.github.com/sandbox/ or looking into Cloud9's code to see how they keep things safe. I also like that with Node.js you could give your users a pretty niffy editor using Ace.
Also check out this post: How to run user-submitted scripts securely in a node.js sandbox?

iOS 5: How to encrypt property list in the bundle?

I have proprietary information (formulas etc) stored in a property list which is shipped with the app.
The property list will be created and edited by the property list editor in Xcode.
How can this property list be encrypted in iOS 5 to avoid reading the property list formulas by the user? I am looking for a solution that is very transparent and easy to implement.
First, this is a very specific form of the question "how do I prevent my application from being reverse engineered." The answer is you don't. You can implement some basic things to try to hide the information from an attacker. But there is no way to give your code to an attacker who has complete control of the hardware it runs on and still prevent it from being reverse engineered. For general discussion about this, see Obfuscating Cocoa. More versions of this question are listed in Secure https encryption for iPhone app to webpage.
So the real question is how to hide your information from the casual attacker, realizing that the dedicated attacker will defeat your scheme. When you ask the question that way, you realize that part of the answer is "as easily as possible because it would be silly to spend a lot of effort doing it if it's not going to be highly successful."
So shuffle the file with a long, random shared secret. Stick the shared secret in your code, and press on with life. If you want a good tool, I recommend CommonCrypto since it's built-in. Just remember that this is just obfuscation. As long as the key is in the software, you can't consider it "encryption."
If your secrets are valuable enough that you you have significant ongoing technical and legal resources to protect them, then mail me some more details and we can talk about how you create an anti-piracy and trade-secret protection team within your organization (I have experience doing that and would be happy to provide consultation expertise). But remember, Apple controls the iPhone top to bottom and has spent serious money to secure it. It's still jailbroken. Unless you are going to apply resources on a similar scale, you shouldn't expect a better result. In almost all cases, you are better off spending your resources making your product better than in protecting what you've shipped.
Examples are in the iOS Developer Library.
https://developer.apple.com/library/ios/#documentation/Security/Conceptual/CertKeyTrustProgGuide/iPhone_Tasks/iPhone_Tasks.html#//apple_ref/doc/uid/TP40001358-CH208

How do you write good highly useful general purpose libraries?

I asked this question about Microsoft .NET Libraries and the complexity of its source code. From what I'm reading, writing general purpose libraries and writing applications can be two different things. When writing libraries, you have to think about the client who could literally be everyone (supposing I release the library for use in the general public).
What kind of practices or theories or techniques are useful when learning to write libraries? Where do you learn to write code like the one in the .NET library? This looks like a "black art" which I don't know too much about.
That's a pretty subjective question, but here's on objective answer. The Framework Design Guidelines book (be sure to get the 2nd edition) is a very good book about how to write effective class libraries. The content is very good and the often dissenting annotations are thought-provoking. Every shop should have a copy of this book available.
You definitely need to watch Josh Bloch in his presentation How to Design a Good API & Why it Matters (1h 9m long). He is a Java guru but library design and object orientation are universal.
One piece of advice often ignored by library authors is to internalize costs. If something is hard to do, the library should do it. Too often I've seen the authors of a library push something hard onto the consumers of the API rather than solving it themselves. Instead, look for the hardest things and make sure the library does them or at least makes them very easy.
I will be paraphrasing from Effective C++ by Scott Meyers, which I have found to be the best advice I got:
Adhere to the principle of least astonishment: strive to provide classes whose operators and functions have a natural syntax and an intuitive semantics. Preserve consistency with the behavior of the built-in types: when in doubt, do as the ints do.
Recognize that anything somebody can do, they will do. They'll throw exceptions, they'll assign objects to themselves, they'll use objects before giving them values, they'll give objects values and never use them, they'll give them huge values, they'll give them tiny values, they'll give them null values. In general, if it will compile, somebody will do it. As a result, make your classes easy to use correctly and hard to use incorrectly. Accept that clients will make mistakes, and design your classes so you can prevent, detect, or correct such errors.
Strive for portable code. It's not much harder to write portable programs than to write unportable ones, and only rarely will the difference in performance be significant enough to justify unportable constructs.
Even programs designed for custom hardware often end up being ported, because stock hardware generally achieves an equivalent level of performance within a few years. Writing portable code allows you to switch platforms easily, to enlarge your client base, and to brag about supporting open systems. It also makes it easier to recover if you bet wrong in the operating system sweepstakes.
Design your code so that when changes are necessary, the impact is localized. Encapsulate as much as you can; make implementation details private.
Edit: I just noticed I very nearly duplicated what cherouvim had posted; sorry about that! But turns out we're linking to different speeches by Bloch, even if the subject is exactly the same. (cherouvim linked to a December 2005 talk, I to January 2007 one.) Well, I'll leave this answer here — you're probably best off by watching both and seeing how his message and way of presenting it has evolved :)
FWIW, I'd like to point to this Google Tech Talk by Joshua Bloch, who is a greatly respected guy in the Java world, and someone who has given speeches and written extensively on API design. (Oh, and designed some exceptionally good general purpose libraries, like the Java Collections Framework!)
Joshua Bloch, Google Tech Talks, January 24, 2007:
"How To Design A Good API and Why it
Matters" (the video is about 1 hour long)
You can also read many of the same ideas in his article Bumper-Sticker API Design (but I still recommend watching the presentation!)
(Seeing you come from the .NET side, I hope you don't let his Java background get in the way too much :-) This really is not Java-specific for the most part.)
Edit: Here's another 1½ minute bit of wisdom by Josh Bloch on why writing libraries is hard, and why it's still worth putting effort in it (economies of scale) — in a response to a question wondering, basically, "how hard can it be". (Part of a presentation about the Google Collections library, which is also totally worth watching, but more Java-centric.)
Krzysztof Cwalina's blog is a good starting place. His book, Framework Design Guidelines: Conventions, Idioms, and Patterns for Reusable .NET Libraries, is probably the definitive work for .NET library design best practices.
http://blogs.msdn.com/kcwalina/
The number one rule is to treat API design just like UI design: gather information about how your users really use your UI/API, what they find helpful and what gets in their way. Use that information to improve the design. Start with users who can put up with API churn and gradually stabilize the API as it matures.
I wrote a few notes about what I've learned about API design here: http://www.natpryce.com/articles/000732.html
I'd start looking more into design patterns. You'll probably not going to find much use for some of them, but as you get deeper into your library design the patterns will become more applicable. I'd also pick up a copy of NDepend - a great code measuring utility which may help you decouple things better. You can use .NET libraries as an example, but, personally, i don't find them to be great design examples mostly due to their complexities. Also, start looking at some open source projects to see how they're layered and structured.
A couple of separate points:
The .NET Framework isn't a class library. It's a Framework. It's a set of types meant to not only provide functionality, but to be extended by your own code. For instance, it does provide you with the Stream abstract class, and with concrete implementations like the NetworkStream class, but it also provides you the WebRequest class and the means to extend it, so that WebRequest.Create("myschema://host/more") can produce an instance of your own class deriving from WebRequest, which can have its own GetResponse method returning its own class derived from WebResponse, such that calling GetResponseStream will return your own class derived from Stream!
And your callers will not need to know this is going on behind the scenes!
A separate point is that for most developers, creating a reusable library is not, and should not be the goal. The goal should be to write the code necessary to meet requirements. In the process, reusable code may be found. In that case, it should be refactored out into a separate library, where it can be reused in the future.
I go further than that (when permitted). I will usually wait until I find two pieces of code that actually do the same thing, or which overlap. Presumably both pieces of code have passed all their unit tests. I will then factor out the common code into a separate class library and run all the unit tests again. Assuming that they still pass, I've begun the creation of some reusable code that works (since the unit tests still pass).
This is in contrast to a lesson I learned in school, when the result of an entire project was a beautiful reusable library - with no code to reuse it.
(Of course, I'm sure it would have worked if any code had used it...)

When is it good to use embedded script language like Lua

I'm playing WoW for about 2 years and I was quite curious about Lua which is used to write addons. Since what I've read so far about Lua was "fast", "light" and "this is great", I was wondering how and when to use it.
What is the typical situation where you will need to embed a script language like Lua in a system ?
When you need end users to be able to define/change the system without requiring the system to rewritten. It's used in games to allow extensions or to allow the main game engine to remain unchanged, while allow content to be changed.
Embedded scripting languages work well for storing configuration information as well. Last I checked, the Mozilla family all use JavaScript for their config information.
Next up, they are great for developing plugins. You can create a custom API to expose to the plugin developers, and the plugin developers gain a lot of freedom from having an entire language to work with.
Another is when flat files aren't expressive enough. If you want to write data driven apps where behavior is parameterized, you'll get really tired of long strings of conditionals testing for config combinations. When this happens, you're better off writing the rules AND their evaluation into your config.
This topic gets some coverage in the book Pragramtic Programmer.
Lua is:
Lightweight
Easy to integrate, even in an asynchronized environment such as a game
Easy to learn for non-programmer staff such as integrators, designers and artists
Since games usually require all those qualities, Lua is mostly used there. Other sitation could be any application that needs some scripting functionality, but developers often opt for a little more heavy weight solution such as .Net or python.
In addition to the scripting and configurability cases mentioned, I would simply state that Lua+C (or Lua+C++) is a perfect match for any software development. It allows one to make an engine/usage interface where engine is done in C/C++ and the behaviour or customization done in Lua.
OS X Cocoa has Objective-C (C and Smalltalk amalgam, where language changes by the line). I find Lua+C similar, only the language changes by a source file, which to me is a better abstraction.
The reasons why you would not want to use Lua are also noteworthy. Because it hardly has a good debugger. Then again, people hardly seem to need one either. :)
a scripting language like Lua can also be used if you have to change code (with immediate effect) while the application is running. one may not see this in wow, because as far as i remember the code is loaded at the start (and not rechecked and reloaded while running).
but think of another example: webserver and scripting language - (thankfully) you can change your php code without having to recompile apache or restart apache.
steve yegge did that thing for his own mmorpg engine powering wyvern, using jython or rhino and javascript (can't remember). he wrote the core engine in java, but the program logic in python/javascript.
the effect of this is:
he doesn't have to restart the core engine when changing the scripts, because that would disconnect all the players
he can let others do the simpler programming like defining new items and monsters without exposing all the critical code to them
sandboxing: if an error happens inside the script, you may be able to handle it gracefully without endangering the surrounding application
Rapid development for application with real-time constraints. Computer games are one of these ;-)
It's a valid solution if you want to allow third parties to develop plug-ins or mods for your software.
You could implement an API in whatever language you are using, but a script language like LUA tends to be more simple and accessible for casual developers.
In addition to all the excellent reasons mentioned by others, Embedding Lua in C is very helpful when you need to manipulate text, work with files, or just need a higher level language. Lua has lots of nifty feature (Tables, functions are first class values, lots of other good stuff). Also, while lua isn't as fast as C or C++, it's pretty quick for an interpreted language.