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.
Related
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
We need to use some 3rd-party libraries in our iOS app project (which is an Xcode project). The 3rd-party libraries are either managed by Cocoapods or directly added in the project by importing source code files.
Sometimes we need to modify a library's source code in order to actually use it appropriately in our project. It's easy to make the modification since we have all the source code at our hand, but how can we maintain the modification when some time in the future we upgrade the version of the 3rd-party library? Is there any tools or best practice out there that can help with this? And after the upgrade of the 3rd-party library, it will be good if we could differentiate in the code history about which part is done by library upgrade and which part is done by our modification.
That depends entirely on what your change is...
The best option is to not change the external code. Instead, subclass the part you need to change and use only public API so you should find out early when updating if the subclass needs to change. Unit tests also help.
If you can't subclass then you should fork the external code, then you have to manually merge updates on top of your change when you want them. This is obviously significantly more effort both in terms of importing and managing the code.
I am confused within the new Omniture Interface for a small thing. I am trying to Generate SiteCatalyst JavaScript Code for my site.
Here is what I did.
Created Report Suites from Report Suite Manager.
and got confused how to generate code for my site.
See the old interface made it very clear to create code for my site by selecting a Report Suite as explained here.
But how to generate code by selecting a Report Suite in the new interface?
Thanks.
I don't know where the code generation is or if it even exists any longer. Have you considered using the tag manager?
It's in the Admin home under "Tag Management". You can download the site snippet from there. You will see all the code in your container at that point. You have to set variables a little differently when you use the tag manager at that point but there is plenty of documentation around it.
Code Manager
Code manager lets you download data collection code for web and mobile platforms.
Admin tools > Code Manager.
After you download the library, you must configure the code to send data to the correct tracking server and report suite.
Tag Manager
TagManager is the standard method for deployment of Adobe Marketing Cloud tags.Tag Manager 2.0 is the latest one available.
TagManager lets you:
Deploy Marketing Cloud products and Genesis integrations though a single hosted JavaScript file.
Manage tags and configuration in a secure administrative interface.
Test changes and quickly roll back to previous versions.
Use existing SiteCatalyst tags to implement TagManager without a complex deployment process.
Deploy third-party tags.
Dynamic Tag Manager
Adobe acquire Satellite and it is now DTM.It is the future of implementation.
Visit the link DTM
The old Code Manager is still there, just a bit hidden. If you go into the interface for Code Manager, just under that table is this text. It brings you to the old Code Manager:
To view the legacy code manager or download AppMeasurement libraries for BlackBerry, Windows Phone 7, or Symbian click here.
In future the world is expected to go with Tag Management and when you have time it is recommended that you implement that.
Thanks C.
I'm a novice iOS developer with a basic knowledge of Xcode. I have one app in the app store that I made myself with Titanium. For a next project I've enlisted the help of two more experienced programmers in another city. I have a question in two parts about the collaboration between us:
I want to propose a work routine that gives me access to the project as they are working on it, so that I can device test builds during the development process - without interfering with the coding. What is the best way to do this? Is sharing the project or codebase via Dropbox an option? Does anybody have any experience with this?
Are there any pitfalls I should be aware of when pursuing this kind of work routine?
Thanks!
Use a source control system like Subversion, Git, Mercurial.
XCode has built in support for Subversion/Git.
Use source control. Github is a great place to start. (private repositories will cost money though.)
I used to use DropBox to share code between my two machines, but DropBox would routinely ruin work if I wasnt careful. DropBox is NOT version control. If you do insist in using Dropbox, don't open your code on more than one machine at once. Nuff said.
Many moons ago I started storing my music as MP3’s. I downloaded like mad and just dumped them all into a folder. After collecting thousands of songs I had a big mess. After two years of organizing all music in my free time I have made it to “D” section of my library. I am starting to write code on a daily basis and I would like to keep a lot of what I do for reuse and future reference. I use Visual Studio a lot, and Eclipse sometimes, but I also do web development. Right now I am just have a folder on an external drive called Projects and inside that folder I have code I want to save broken down by its respective IDE and then the language it was developed in. This is working ok right now, but I fear after a few years it might get hard to navigate, and I don’t want another mess like my music library. What are some good ways to keep track of code and programming projects while also promoting easy navigation and future reuse?
I use a subversion repository for purpose of saving code for the future. In my repository I have the following folder structure:
\
|- Project1\
|- - Trunk\
|- - Branches\
|- - Tags\
|- Project2\
....
This is working for me and I have big and small projects that I coded on since high school in this repository. If I for instance want to port a project that I coded on Linux to Windows I create a branch that I for example call Win32-port. And when I have a 1.0 release of a project I create a tag named 1.0.
Using this method you can also set up back-up scripts and save a backup to another location. (I use a cron job and some python scripts to achieve this, but it all depends on what system the server uses.)
A book about subversion are freely available here: Link
For Mac OS X, there's the beautiful Snippets:
(source: snippetsapp.com)
Also, the new Xcode 4 will have native support for custom code snippets.
It won't really solve your organising problem, but you'll be more productive anyway by using snippet be it inside Eclipse or inside Visual Studio.
Here's a short tutorial for snippet in Eclipse : http://www.dansshorts.com/post/creating-snippets-in-eclipse
And here the explanation to create them and link them to a keyword in Visual Studio 2010 : http://www.visualstudiotutor.com/2010/02/create-snippet-visual-studio-2010/
This would take a bit more infrastructure to set up and is more for multiple people working together, but the best approach is to start thinking of Software as a Service.
For commonly used functions, wrap them as a web service with good documentation. For instance, if you have a phone validator that seems to be constantly used across projects, it would become part of your validator service.
With few exceptions, most shops don't seem to organize/share code effectively with static document type code libraries.
This would also force you to refactor the code snippets into reusable methods instead of just random code that is copied/pasted in. It also gives you a clean seperation between the public interface and private implementation.