I want to use Xposed to hook the method in WeChat that is responsible for incoming messages. Which method should I hook? Which procedure should I follow to find this method?
It seems you are new to xposed. Start by hooking methods for open source apps. You'll get familiar with android apps code and design. Once you have an idea about xposed code you can start decompiling the apks.
for decompiling you can use apktool. apktool generates a smali code.
I prefer decompiling using online decompilers as it generates java code.
but beware the smali code is accurate while the generated java code is not.
for xposed you can see existing open source xposed modules. That will help you to get familiar with xposed APIs as there are no examples provided by xposed author himself ( correct me if I'm wrong here ).
you can refer my xposed module code here
https://github.com/suraj0208/WhatsappExtensions
Related
I would like to write a syntax highlighting editor extension for VS 2019 in C++ (nothing else), are there any samples to get me started?
I can only find one example extension for VS 2019 written in C++ and it consists of a subclass with no explanations of how to do anything AFAI can see.
I believe I need a language editor extension, but am not 100%
The language it needs to highlight is similar to assembler.
If this was VS6, I might have just used the custom keyword colouriser.
I would like to write a syntax highlighting editor extension for VS
2019 in C++ (nothing else), are there any samples to get me started?
In current VS IDE, Microsoft does not advocate writing extensions in c++.
As Microsoft recommends, current extensions are more likely to use c# rather than c++.
Although some VS SDK APIs are probably written in c++, but the interfaces are still called using c#.
However, there is only one c++ project template called vspakcage
But this project provides various background services for VS IDE . It will only be loaded when needed. So for you to add the syntax highlighting feature permanently, this project is afraid of lacking.
Besides, there is no official documentation to guide the writing of the c++ project.
Suggestion
You can try to write such extension in c#, and you can refer to this official document and this.
In addition, if you still want your feature, I suggest you could suggest a feature on our User Voice Forum.(click suggest a feature). Then you can share the link with us here and anyone who is interested in this feature will vote for you so that it will get Microsoft's attention.
i am new to Unity and i am try to understand plugins. I have got the difference between a managed plugin and a native plugin, but what is not very clear to me is:
what is the difference between a plugin and a dll? what should i expect to find in an sdk to make it usable in my unity project?
Thanks a lot
To expand on #Everts comment instead of just copying it into an answer, I'll go a little into details here
What is a plugin?
It's a somewhat vague word for a third-party library that is somehow integrated with the rest of your game. It means that it neither is officialy supported by Unity, nor is it a part of your core code. It can be "plugged" in or out without altering its internals, so it must provide some kind of API that can be used by the game code.
For example, you'll find many plugins that handle external services like ads, notifications, analytics etc. You'll also find a couple of developer-tools that can also be called plugins, like tile-based map editors and such.
Plugins come in many forms - DLL files are one example but some plugins actually provide full source code for easier use. And of course, other plugins will provide native code for different platforms, like Objective-C for iOS or .jars for Android.
So to answer your first question:
DLL is simply a pre-compiled source file that can be a part of a plugin
A plugin is a whole library that can consist of multiple files with different formats (.cs, .dll, .jar, .m etc)
What do you need to use an sdk?
First of all - documentation. Like I said before, and like you noticed yourself, not all plugins give you access to the source code. And unfortunately, not many sdks have extensive and developer-friendly documentations so it can be a tough task to actually understand how to use a given sdk.
Secondly - the code. Many sdks give you some kind of "drag & drop" library, a single folder with all the neccessary files inside that you simply add to your Unity projects. I've also seen sdks that use Unity packages that you have to import via Assets > Import Package > Custom Package.
Once you have the code and documentation it's time to integrate it with your game. I strongly recommend using an abstract lyer in your game as, in my experience, you often have to change sdks for various reasons and you don't want to rewrite your game logic every time. So I suggest encapsulating sdk-related code in a single class so that you have to change only one class in your code when switching from, say, one ad provider to another (and keep the old class in case you need to switch back).
So you basically need three things:
Documentation (either a readme file or an online documentation)
The code (precompiled or source)
A versatile integration
A client of mine would like to have a part of the functionality I wrote for a camera-application. However I don't want to let the client see any of the source code I made.
He mentioned a .dll file in windows which enables the application to be encrypted. Is there any support for Xcode for these kind of functions?
It sounds like you need to create a Static Library, into which you can drop all the functionality that you want to provide to your client ... without revealing the actual code you did.
Here's a tutorial you can refer to.
i was looking at several lua/objective-c implementations that looked promising for a project i want to create ,but with an exception that i wanted to be able to download the scripts at runtime.Then i found the terms which state :
"An Application may not download or install executable code. Interpreted code may only be used in an Application if all scripts, code and interpreters are packaged in the Application and not downloaded. The only exception to the foregoing is scripts and code downloaded and run by Apple's built-in WebKit framework."
so clearly you cant download any lua scripts at runtime.
If i interpret correctly you can only run javascript files downloaded through UIWebView.
So if i wanted to create a objective-c/javascript bridge through uiwebkit(with stringByEvaluatingJavaScriptFromString and url encodings) ,i dont see anything against apple's term right?do you think it would be an overkill in perfomance?
I have no experience about the performance of executing Javascript through UIWebView, but I suspect the toll is high if you plan to call stringByEvaluatingJavaScriptFromString with fine grained code. On the other hand, nothing keeps you from loading a full HTML in your UIWebView with all the Javascript code that you need, and this approach would certainly ensure better performance.
actually, there is an alternative approach that you can try and follow. It is actually possible to directly embed the WebKit Javascript Engine (Javascript Core) into your app. This approach has already been "approved" by Apple and you can find it described here. (Dominic Szablewski, the creator of the JavaScript game engine Impact, is the guy who accomplished this).
In short, it comes down to compile the Javascript Core as a static library and then link this in your app. If you don't feel like compiling it yourself, at the link I posted you can also find more information as to how you can license the library from Dominic Szablewski. (I am not really suggesting anything at this respect, just summarizing information).
I would like to add an F# REPL to my application for live debugging purposes. I am looking at the source code for fsi.exe (F# Interactive) and there is a ton of stuff going on that looks like it pokes around with F# compiler internals. I cannot get this same code to compile in the context of our application because of this.
Is there a nice simple example of implementing an F# REPL somewhere? I would have hoped for this to be fairly easy.
The short answer is that F# (unfortunatelly) doesn't currently provide any API for hosting F# Interactive in your applications. There are a lot of people asking for this - see for example this SO question.
There are essentially two things you could do about that:
You can modify the open-source release and compile fsi.exe as some DLL library that would provide the API you need. This isn't simple task - F# Interactive is tightly bound with the compiler (it compiles code you enter on the fly), but it should be doable to encapsulate the types implementing REPL into some type you could call (But you cannot just take some file out of it - you need to compile entire F# to get this working).
You can run fsi.exe as a separate process as Visual Studio does and send commands to it using standard input/output. You can get some more flexibility by loading your library when fsi.exe starts. The library could use .NET Remoting to connect back to your application and expose some data.
Unfortunatelly, these two options are probably the only things you can do at the moment.
EDIT I was thinking that I already answered this question somewhere (perhaps in email), but couldn't
find it! Thanks to Mauricio who found the exact duplicate (even with my duplicate answer... Doh!)
I've written a series of blog posts about using the open source F# interactive executable inside and WPF application.
The code base is available on github - https://github.com/oriches/Simple.Wpf.FSharp.Repl
The series of blog posts are:
http://awkwardcoder.blogspot.co.uk/2013/12/simple-f-repl-in-wpf-part-1.html
http://awkwardcoder.blogspot.co.uk/2013/12/simple-f-repl-in-wpf-part-2.html
http://awkwardcoder.blogspot.co.uk/2013/12/simple-f-repl-in-wpf-part-3.html
The final post is to follow soon.