Category Archives: programming

A simple WiX template for games

Over the last few days, I’ve got some comments and emails about my old, old post about WiX in which I promised to release a functional template.

Since that work with WiX was originally done for some games, and in the meantime I began working with OS X most of the time, it took “a while” for me to grab some time and remove company branding, create a sample project, and finally prepare and release the template for my own as well as other people’s use.

You can the template from its Bitbucket repository . Have fun!

Core Data: Migrating ignores manual mapping model (or fails migration) despite mapping model’s existence

Let’s say you created a somewhat complex migration model. Among other things, let’s say it includes entity migration policies (you know — subclasses of NSEntityMigrationPolicy).

However, Core Data ignores your manual migration model. Why, oh why?

You can try looking into this by clicking on schema name in Xcode 4, picking the “Run” sidebar ‘tab’, picking the “Arguments” tab, and adding -com.apple.CoreData.MigrationDebug 1. (See tech note TN2124.)

Alright, so now you see what the source persistent store’s version hashes are, and what the expected destination store’s version hashes should be. Then you see how Core Data starts migration by telling you its conclusion about what the hashes are (for the second time). Finally, it starts iterating over your manual mapping models (the .xcmappingmodel bundles).

And then you see that it finds your mapping model, picks up on it, then decides the hashes are wrong and ignores it!

“What the…?” you wonder. You compare hashes, and they are listed in different order, but essentially the same.

I can only conclude this is a bug in Core Data (or in the entity editor in Xcode4).

Luckily it’s easy to remedy! Go to the mapping model, pick another source and destination model version, then restore to the correct source and destination model versions. Definitely do make a git commit prior to making this change so you can compare what happened.

Alternatively, an answer on StackOverflow has a different solution which can be applied in case you know what is the version of the original persistent store. It involves manually setting version hashes on the NSEntityMappings inside the NSMappingModel.

Patching an unrecognized selector into a misbehaving OS X app

Let’s say you have an app that misbehaves. As in, it raises an exception mentioning an unrecognized selector.

Of course, it’s third party and closed-source.

But you are an enterprising young developer and you really want to patch this app.

I will not identify the app that I patched, to avoid any impression that I’m cracking the app. (It’s a popular app and I’ve run into pretty nice anti piracy protection blocking gdb on multiple layers. Since I’m not familiar with cracking and was not even attempting that, I’ve decided that it’s best to simply avoid mentioning the app name.)

Makefile

all: misbehavingappfixer.dylib

misbehavingappfixer.dylib: misbehavingappfixer.o
        gcc \
                -dynamiclib \
                -undefined suppress -flat_namespace \
                misbehavingappfixer.o \
                -framework Cocoa -o misbehavingappfixer.dylib
run:
        DYLD_FORCE_FLAT_NAMESPACE=1 DYLD_INSERT_LIBRARIES=`pwd`/misbehavingappfixer.dylib /Applications/Misbehaving\ App.app/Contents/MacOS/Misbehaving\ App

misbehavingappfixer.c

#include <objc/runtime.h>
#include <CoreFoundation/CoreFoundation.h>
static CFStringRef nameImp(id self, SEL _cmd)
{
        return CFSTR("IVFlawedClass");
}

void inject_init(void) __attribute__((constructor));
void inject_init(void)
{
        Class _IVFlawedClass = objc_getClass("IVFlawedClass");
        if(!_IVFlawedClass)
        {
                printf("Could not find IVFlawedClass");
                return;
        }

        SEL nameSel = sel_registerName("name");
        class_addMethod(_IVFlawedClass, nameSel, (IMP)nameImp, "@@:");
}

I avoided using Objective-C because I had some issues when I tried going that route. It should work, but I didn’t want to spend any more time on this than I already have.

Now, to use this:

make
make run

This will compile the fix dylib, and then launch the Misbehaving App while first preloading our fix dylib.

For more information, see these:

Note: from comments on Mike Ash’s post, it seems that since I’m not overwriting symbols, I don’t need to (and, more importantly, *should* not) be using flat namespace. That means, I should not be using DYLD_FORCE_FLAT_NAMESPACE and -flat_namespace.

But, it works for me, so what the hell. :)

Little tips on writing portable plugins (and rant on MSVC)

Having written a smallish plugin for a cross-platform database program FileMaker using a template that included projects for Xcode and VC, here’s a few tips on what you should think about when you start writing a plugin that should work on multiple platforms.

  1. Work on the Windows version first. If you’re at home on non-Windows platforms, MSVC will surprise you in numerous ways with its oddities and weird, outdated support for C.
  2. Write as much code in C for portability.
  3. Write in C90. Microsoft Visual Studio will barf a lot at you otherwise.
  4. If you disregarded #3 and wrote the code in C99 (for example, you declared variables during the function body instead of on the top of the function), you’ll have to switch to C++ to avoid changes to your code.
  5. Don’t write smart code. For example, MSVC barfs at the following:

    typedef struct _IVRect
    {
      int x, y, w, h;
    } IVRect;
    
    IVRect r = { .x = 5, .y = 6, .w = 7, .h = 8 };
    
    // but the following is ok. just don't change the order of
    // struct members. if you do -- woe upon you:
    IVRect s = { 5, 6, 7, 8 };
    

    and it especially barfs at the following:

    // given int IVRectSurfaceSum(const int rectCount, Rect * r):
    int surface = IVRectSurface(2, (IVRect[]) 
      {
        { .x = 5, .y = 6, .w = 7, .h = 8 },
        { .x = 1, .y = 2, .w = 3, .h = 4 } 
      });
    
  6. Use as many open source libraries available for majority of your platforms.
  7. …but always check what MSVC can swallow and what your target app uses. I have used version of libxml2 that depended on the newer zlib1.dll than has shipped with FileMaker. The only solution I found is — replacing FileMaker’s zlib1.dll. That’s nasty.
  8. Always write a small test C program that uses the same functions as your plugin. Port that to every platform first. On Windows, I couldn’t get stdout from my plugin once it ran under FileMaker. If I could’ve, I would’ve saved about a day of frustration why signing with xmlsec didn’t work. (xmlsec’s debug output wasn’t displayed anywhere, either).
  9. Get used to #ifdef _MSC_VER. Get really, really, really used to it.
  10. Since I’m not sure you could figure that out… I have a very low opinion about Visual C++. I did hear it produces nice, fast code. But that doesn’t change the fact that it’s terrible to use with low coverage of modern C. Actually, scratch that: nonexistent coverage of modern C.

    I mean, it’s so nasty that I’m wondering if I should have built a helper static library (or a DLL) which contained the C code using MinGW, and then used this helper library in the plugin itself.

    Visual C++ was — for me — slow, had little conformance with modern standards, and every time I had to copypaste something somewhere using GUI, a little part of me died. A slightly larger part if I had to overwrite something else, as was the case with zlib1.dll.

    I don’t know. Sure, it’s mostly familiarity-with-other-IDEs speaking out of me. Sure, tons and tons of people prefer and absolutely love Visual C++. Good for them.

    But, I apparently love modern language features far, far more. So, if you are like me, and if you are forced to build something with MSVC (an example might be — the SDK you’re writing the plugin with chose to use C++, hence the ABI is locked into MSVC), you really, really, really should constantly doublecheck if MSVC will eat up what you try to serve to it.

    Because if you used to work with Windows, and if you are nowadays mostly targeting another platform (or at least another compiler), and if you think you’re writing portable code — you may be in for a nasty surprise.

    Especially if you use third-party libraries!

First-chance exception at {address} (ntdll.dll) in {exename}.exe: 0xC0000139: Entry Point Not Found

Writing a plugin for a Windows application using Visual Studio?

You had the smarts to define the application’s exe as the debug executable in Visual Studio project options?

While reading the output, you saw the error from the post’s title?

First-chance exception at <address> (ntdll.dll) in <exename>.exe: 0xC0000139: Entry Point Not Found

You’ve probably got a classic case of app-uses-one-version-of-dll-while-one-of-my-plugin’s-dependencies-wants-another-one. In my case, I had to replace zlib1.dll in the app with the one that came with Igor Zlatković’s Win32 builds of libxml2, xmlsec, etc.

Read a bit more about the error, including different causes.

Symbolicating Mac app’s crash reports — manually

You will need your released app’s dSYM bundle. Since you are a good developer, whenever you release a version of your software, you use Xcode’s built in Archive functionality, so you don’t have a problem with that. (Right?)

So open Xcode’s Organizer. Right click on your archive, and pick “Show in Finder.” Then right click on the archive, and choose “Show Package Contents”.

Enter the “dSYMs” subfolder, and find the sole .dSYM bundle in there. Right click on it, and “Show Package Contents”. Open Contents, Resources, DWARF — and you’ll reach the file that actually contains the debug symbols. For example, “GeorgesGreatApp”, without any extension. Wheeee!

Now, open Terminal. Punch in atos -o and drag and drop the “GeorgesGreatApp” file (the one that contains the debug symbols) into the terminal. Then punch in -arch x86_64 (or whatever architecture the crash occurred on). Finally, paste the address that you want to know more about.

For example, given the following line in the crash log:

1   net.vucica.GeorgesGreatApp    	0x0000000100001e91 0x100000000 + 7825

you’d take the first hex number that appears on that line, and have this on the command line:

atos -o /Users/YOURUSERNAME/Library/Developer/Xcode/Archives/2012-02-29/GeorgesGreatApp\ 29.02.2012.\ 00.40.xcarchive/dSYMs/GeorgesGreatApp.app.dSYM/Contents/Resources/DWARF/GeorgesGreatApp -arch x86_64 0x0000000100001e91

and you’d get this output:

-[GGAppDelegate generateThumbnailsForJpeg:] (in GeorgesGreatApp) (GGAppDelegate.m:326)

Extremely handy when Xcode screws up symbolication or outright refuses to import the crash log. Maybe it’s Xcode’s fault. Maybe Spotlight did not correctly index dSYM’s location. Maybe Spotlight did not correctly index .app’s archived location. Whatever it is, I don’t really care — if symbolication is broken, it’s broken. But at least I can use the underlying mechanism in atos.