I wonder if I have remote iOS device, with any custom solution I can preload on it (written myself), is there a way to make it execute any custom code, like a block?
Here is what I mean:
// establish connection with remote device
[self connectToDevice:remoteDevice];
// send arbitary block of code and data to execute on remote device
[myDevice executeBlock:^(void)(BOOL result, NSData *data) {
// here I can write any code that uses the data
// I want this code to run on remote machine
}];
// I might get results via network, or any other way, not related
I do not mean run any malicious code, or my program, or something like that. I mean that I have my program already running and waiting for task to execute.
The problems I might see - Objective-c is compiled language, so having code sent does not help.
Is it possible to use some scripting language or solution to overcome this?
In a word, no. Apple's terms of service forbid you from executing code you receive over the network.
Plus, Objective C is compiled and needs to be linked into your project. There is no facility for installing dynamically linked libraries at runtime in iOS.
You might be able to figure out a way to deliver dynamically linked libraries on a jailbroken device, but that's out of the scope of this board.
Related
I am doing iOS UI testing with XCUITest.
Since we do not have access to the app, how do we set defaults to the app?
You can pass all the required data using launch arguments.
Please read documentation
https://developer.apple.com/documentation/xctest/xcuiapplication/1500477-launcharguments
The other (and a bit slower) option is to use deep links.
This sounds much more complex than it is, but a technique that has worked for me is to set up an HTTP server in the testing suite that you can use to fetch mock data in your test code. I have had success with Embassy and Ambassador.
So you'd pass in a launch argument telling your app code to fetch from the server. For the case of UserDefaults a helper class for making these specific requests to the local endpoint works well. This unfortunately means your app code has to be doing some setup for testing, but depending on your needs it could be a good compromise.
Another possible solution to crossing the process boundary:
If you are not doing on device testing, you can access "SIMULATOR_SHARED_RESOURCES_DIRECTORY" and provide the data in a file for your test to consume.
On a real device this would be more difficult because you would need to use a shared Group container.
You probably can use "Application Data Package". It's when you save your app state into a container and then run tests with the saved environment.
There are many guides how to do it, that's just one of them:
https://www.codementor.io/paulzabelin/xcode-app-data-suni6p4ma
It might me a more powerful and overcomplicated thing that you need, but opens a big world of possibilities ;)
I want to make an app which compiles Swift code, so how can I use a website named www.swiftstub.com or any similar website to retrieve the output of the code? I want my app to have a simple UITextView in which the user can type the code. If a UITextView cannot be used, what can be used?
I want my app to send the code typed to this website, and then retrieve the output back and display it. How can this be done? Thanks!
Make an app that sends text to a server.
Have the server compile this code, run it, and capture the output.
Send this output back to the app.
Have the app display the output.
This is an extreme oversimplification, there are lots of things to consider, but these are kind of the big sections of whats there to to. You need to understand very well on the app side: UI and networking, and on the server side: triggering a compilation of text, capturing that output (command line, maybe Swift or Python can help you here) and HTTP(S) responses and requests (or sockets, even harder).
This does not sound like an easy task, so you are very courageous.
Build all components locally:
App:
- write an app with a textView and a button, and on the tap of that button, save the output to a textile. This is to avoid any networking complications at this point, later, instead of saving, you would send this to a server.
Server: (just build the things on your computer)
- write some script/program that can read in that textfile that was saved.
- Then you need to compile this code (lookup 'xcrun' on google) and capture the output. Save this output to a textile. Have your app load this file and display it.
The important thing to consider is the real server machine you will run this code on later: it has to be a machine that can compile, and execute Swift code. Currently, this means it has to be an OS X machine. This is hard to find, as most servers run linux, and there is no Linux Swift compiler yet.
Getting this to work would be a proof of concept: you can capture text from the app, you can grab this text and compile it, you can capture the output of the compilation, and you can have the app read that output and display it.
Once you've got this working, you would need to find a server that can do the compilation part, and run what you build to do that. Then you would need to write some code in your app that sends an HTTP request to your server containing this text, to which your server would respond with the output of that compilation.
As I said, this is a big undertaking, with lots of difficult parts and unexpected surprises, so don't expect this to be done in a couple of weeks, it will most likely be more like over six months.
Try to find someone who has experience on programming and setting up a server, that will really help you a lot.
Is there any way for a UIAutomation script to communicate with the running app and just send it information, trigger a function, or change a variable - directly rather than through the UI?
I ask because I am using just using the script to take screenshots and it would be really handy if I could tell the app to set a couple of integers rather than dealing with somewhat unreliable and difficult to set up multitouch gestures and timing.
I stumble upon this today while having same need.
I have solved this is by using GCDWebServer and sending post message from my app to the local web server end point hosted in UIAutomation.
I know that Apple's terms for apps disallows downloading and executing code, but there seems to be an exception for JavaScript running in a UIWebView:
3.3.2 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.
Does this mean that I can download and execute interpreted code, as long as it runs in a UIWebView?
I am developing an MMO, for which I would like to allow mods. It would have clients for iOS, Android, browsers, and eventually native desktop clients. I would do it entirely in the browser, but iOS doesn't support WebGL.
Is there a way to do this without violating the license agreement? I would really like to see a full-featured version on iPad, and I would be willing to put these mods in the app store so they can be reviewed, if that's possible.
These mods would be pretty simple, but more complicated than a data file could offer.
Yes. You simply download the Javascript and put it inside script tags using a UIWebView's loadHTMLString:baseURL: method, and then getting the result of various function calls using stringByEvaulatingJavaScriptFromString: method. You'd have to define an API where your game would query specific functions in your addon, but that should be pretty easy.
In fact, you may not even need to put the UIWebView in a view anywhere - you could simply instantiate a UIWebView*, load the javascript, and make the calls.
You are correct that downloading and interpreting Javascript is acceptable.
The Facebook and Gmail apps, as well as countless others, do this.
The reason I ask this is widows do not support a good method to communicate between processes. So I want to create a DLL for a communications point between windows processes. A thread is owned by a process and cannot be given to another process.
Each thread has a stack of its own.
If a DLL is loaded (loadlibray) and a DLL function is called that asks windows for memory. Am I write to think the thread is still being owned by the same process and allocates memory into that same process.
So I’m thinking can I turn to assembly to reallocate a small memory block to another process. Create a critical section, copy the data over to another (already created) memory block and return to the original block to its original process with out up setting windows. Has any one done that before. Or is thier a better way.
Best regards,
Lex Dean.
I see other methods that mite be quite fast but I would like a very fast method that has little over head. Pipes and internet will obviously work but are not the best option yet simple to implement (thanks to offer such suggestions guys). I want to send quite a few 500 byte blocks at quite regular intervals sometimes. I like WM_COPYDATA because it looks fast, my biggest question that I have been looking all over the internet is:- GetCurrentProcess and DuplicateHandle to get the real handle. Finding the other process. And using messages to set up memory and then use WM_COPYDATA. I only need two messages a) the pointer and size b) the data has been copied.
I get my application process easy ‘GetCurrentProcess’ except it’s a pseudo handle, that’s always $FFFFFFE. I need the real process handle and no body on the internet gives an example of DuplicateHandle. That’s what’s got me stumped. Can you show me an example of DuplicateHandle as that’s what’s got me stumped?
I do not like turning to a form to get a handle as one application dose not always have a current form.
I do not like turning to a form to get a handle as one application dose not always have a current form.
In Delphi I have seen message sending with TSpeedButton to set up a simple fast communication methods between applications that most probably uses about 80 instructions I guess. And so I still thinking to think dll’s. The example Mads Elvheim sent is on that same line as what I already know.
I'm still willing to understand any other options of using my own *.Dll
Because my applications important to me can simply register/unregister on the *.DLL its own process rather than searching all the time to see if a process is current.
It’s how I manage memory with a *.DLL between process but I’m not told about.
To me DLL’s are not hard to implement to me as I already have one of my own in operation.
The real bottom line is access to windows to create a good option. As I’m very open to idea’s. Even the assembly instructions for between processes or a windows call. But I do not what to get court crashing windows ether by doing things illegal.
So please show an example of what you have done that is to my needs. That is fast and I’m interested as I most probably will use it anyway.
I have a very fast IPC (interprocess communication) solution based on named pipes. It is very fast and very easy to use (It hides the actual implementation from you. You just work with data packets). Also tested and proven. You can find the code and the demo here.
http://www.cromis.net/blog/downloads/cromis-ipc/
It also works across computers in the same LAN.
If your processes have message loops (with windows), you can send/receive serialized data with the WM_COPYDATA message: http://msdn.microsoft.com/en-us/library/ms649011(VS.85).aspx
Just remember that only the allocated memory for the COPYDATASTRUCT::lpData member is allowed to be read. Again, you can not pass a structure that has pointers. The data must be serialized instead. And the receiving side can only read this structure, it can not write to it. Example:
/* Both are conceptual windows procedures. */
/* For sending : */
{
...
TCHAR msg[] = _T("This is a test\r\n");
HWND target;
COPYDATASTRUCT cd = {0};
cd.lpData = _tcsdup(msg); // We allocate and copy a string, which is fine.
cd.cbData = _tcsclen(msg) + 1; //The size of our data. Windows needs to know this.
target = FindWindow(..); //or EnumProcesses
SendMessage(target, WM_COPYDATA, (LPARAM)hwnd, (WPARAM)&cd);
}
/* For receiving */
{
...
case WM_COPYDATA:
{
TCHAR* msg;
COPYDATASTRUCT* cb = (COPYDATASTRUCT*)wParam;
sender = FindWindow(..); //or EnumProcesses
//check if this message is sent from the window/process we want
if(sender == (HWND)lParam){
msg = _tcsdup(cb->ldData);
...
}
break;
}
}
Otherwise, use memory mapped files, or network sockets.
I currently use Mailslots in Delphi to do it and it is very efficient.
"Win32 DLLs are mapped into the address space of the calling process. By default, each process using a DLL has its own instance of all the DLLs global and static variables. If your DLL needs to share data with other instances of it loaded by other applications, you can use either of the following approaches:
•Create named data sections using the data_seg pragma.
•Use memory mapped files. See the Win32 documentation about memory mapped files."
http://msdn.microsoft.com/en-us/library/h90dkhs0(VS.80).aspx
You cannot share pointers between processes, they only make sense to the process that alloc'd it. You're likely to run into issues.
Win32 is not different from any other modern OS in this aspect. There are plenty IPC services at your disposal in Windows.
Try to describe, which task you want to solve - not the "...then I think that I need to copy that block of memory here...". It's not your task. Your customer didn't say you: "I want to transfer thread from one process to another".