My application has a collection of .json files some being user created, and others to be included with the application by default with the potential to be changed (removed, contents updated). I am also trying to find a way to store them so the user can easily access their location (ie "...\AppData\Local\Program\Files" or "...\Program\Files"), atleast on Desktop.
I've read the about using the app sandbox that xamarin provides for cross-platform access to a local storage; though to me it doesn't seem like a fit for what I'm trying to do, as from my understanding it's a location to store files created at runtime.
I also looked into using Visual Studio's Build Action property, which feels closer to working in the way I need; but I'm not sure which setting is the best; I tried using 'Content' but I couldn't seem to find a reliable way to access the files across all platforms, even when using conditional compilation.
A point in any direction is helpful, I was hoping Xamarin might have something built in for this, but if I have to use an outside system I will.
Related
I have a game that was originally written in QuickBasic in the 1990's. I converted it into a Win32 app using QB64. I then used Microsoft's Desktop App Converter to package it as a UWP app and submit it to the Microsoft Store (it's been accepted).
The game seems to work fine, except for saving files. It throws a permission denied error whenever you try to save a file. From what I've been able to find thus far it seems that UWP apps can't save in the install directory and that is likely what my app is trying to do.
There are a number of code samples available online for taking a Win32 app written in C#, C, C++, etc. and having it use LocalAppData instead. Unfortunately, I'm not seeing anything that will help me with this application.
Is there a way to make saving files work in this instance? I'm hoping that there is perhaps a way to say, "Hey, when I say save a file, I mean save it to the LocalAppData folder for this particular application." This probably needs to be abstract, ideally a declarative part of the appx package that isn't in the QB64 code. Any ideas?
There are two options to fix it (and one way to hack it):
If the file saving is done from your code, change it to write to an accessible location instead, such as localappdata or temp.
If the file saving is done in code you can't change, then you can use the new Package Support Framework to apply a fixup at runtime that redirects the file operations. This is a new framework coming as part of the 1809 update for Windows 10. At the time of this writing this may not be an option for you just yet. Here is the documentation:
https://learn.microsoft.com/en-us/windows/uwp/porting/package-support-framework?context=/windows/msix/render
A hacky way to solve it that you could try would be to add a launcher EXE to your package and make that the app's entrypoint. The launcher would then copy your actual EXE to a writeable location (localappdata, etc.) and then launch it from there. All your file writes will then succeed.
This is likely not a simple topic - I have researched this to the best of my abilities and realize that it is not supported in any typical fashion.
My goal is to enable something similar to .app files from OSX, where the application, as well as its user data, can exist in the same file. I imagine it would require writing a tool to manage this behaviour, but this question is more about how to achieve this in the Windows OS. I am quite flexible regarding the implementation details, but the more straightforward the behaviour, the better (i.e. avoiding copying or compressing/decompressing entire directories/archives at runtime would be ideal).
Approaches I have considered:
Find a way to get explorer to treat a directory as a file, so that it can be associated. I have found a way to get explorer to treat a directory as a control panel item, I have thus far been unable to find a way to use this to associate a custom program. See the infamous "godmode hack" for Windows (name a directory something to the effect of "GodMode.{ED7BA470-8E54-465E-825C-99712043E01C}"). This one seems the most hopeful, but I'm at wits end trying to find information about creating a new association of this type.
Come up with some kind of archive format which can extract executable information to a temporary directory, launch this executable passing the archive as a commandline parameter. This seems like the ugliest solution, from a performance perspective. I would prefer a different solution if at all possible, one which doesn't involve making duplicates of the program or its data to run.
Find a way to associate a directory directly, though I have found no trace of this being supported in Windows, and I assume this is a dead-end.
Find a way to get an executable to include writeable embedded files. I have been unable to make any headway with this- I even tried a resource hacker approach, but obviously you cannot modify the assembly while its in use.
Tried to make a self-modifying JAR file with Java, but the route I took would add the JDK as a runtime requirement, which seems a bit overkill. Even then, it would be limited to Java, and I'm pretty sure it's not actually supposed to allow that in the first place.
Modify Windows Explorer. I shudder at the amount of work this would take, not to mention the at-best gray area it falls under legally. Perhaps there's a way to extend explorer to achieve this, I'm not sure.
A custom archive file. This seems like the most straightforward way to do it. But it would ideally need to be an archive format that has very little overhead for file I/O. Could even be some kind of virtual disk that gets mounted, but I am imagining that would be pretty heavy.
I would appreciate any insight that anyone has on this topic. I won't go into reasons as they are irrelevant to the question itself- I'm aware it is likely not the most practical solution to anything in particular. Consider it a novel pursuit.
It can be done by application virtualization,
Read this wikipedia page theory:
https://en.wikipedia.org/wiki/Portable_application
https://en.wikipedia.org/wiki/Application_virtualization
And two pages about software:
https://en.wikipedia.org/wiki/VMware_ThinApp
https://en.wikipedia.org/wiki/Turbo_(software)
Windows 7 added the ability for a Desktop.ini file to add/change the folder verbs on a per-folder basis. Using that trick it is possible to create a "folders as applications" style setup.
I've been writing bots that run on a platform I do not have control over. Essentially, I can upload a single file, and it only has access to basic JS and the site runtime. I chose to actually develop in TypeScript and transpile, to make things easier (imo). Since the initial bot was written for an individual, I've been asked for a few other customized variants. I do not mind this as there is very little in the bots that need to be changed per person. I have been hardlinking the common files between the projects, so as to not have to update in multiple places. This is, without a doubt, a bad solution. I am developing this in Visual Studio 2015, although I also have Visual Studio Code available, if anyone knows of a better build method. I am not very familiar with either, however. I would prefer being able to keep the common files in one project, and import them as dependencies. Maybe I missed something obvious, but attempting the same as I would do for C# did not seem to work.
From the way you are describing things, it sounds like you need to use some sort of custom build.
I would keep each of your bots in the same project and make sure that they share code appropriately, and then after tsc transpiles your files, concatenate them for each bot. So, each bot will get the files that it needs all stuffed into a single, gargantuan file.
You will need to do some trickiness, like parsing import/require statements, or include some kind of directives in each file that describes what other files are needed.
This doesn't sound too tricky to do and is the approach that I would take given the problem description you have provided.
As it turns out, you can declare a tsconfig.json file, and in there, specify things like included directories and specific files. This wound up being exactly what I needed, and was remarkably easy to set up. I've been updated the apps/bots for a while now using this system, and all the common files are effortlessly "shared" between then, with only recompilation necessary.
Currently, I have an MFC C++ visual studio project that is built to a DLL. Let's call it the FinalDLL.
I need this FinalDLL to be configurable. So, I want a GUI such that the users can generate the FinalDLL based on the information the enter via GUI. Please consider that I don't want to make the sources available at any points.
I do not have a clear idea how to integrate these steps. The solution I came up with was to have something like a button in my GUI, so that when it is clicked, the FinalDLL gets generated based on the information entered via GUI. Is it possible to do something like that? Probably I need another DLL library, as the information entered via GUI can be calls to functions that are used inside the FinalDLL source.
The solution to this would be very complex and complicated, mainly due to the fact that you don't want to disclose the source code of the DLL.
Basically you need to compile those source files every time you want to generate the DLL, and without the user having access to them.
Firstly, this is also required for the users that you want your DLL-generator app distributed to.
Secondly, you'll need to store those files somewhere in the app, and in an encrypted form, so that hackers won't just look at you app binaries and extract the source code for the DLL.
As a prerequisite on the user side, he will need to have a compatible Visual Studio installation, which will be used to compile on the fly the source code files.
What the DLL-generator application will need to do is to compile on the fly those source code files along with the customised ones via the form that the application will present.
So what you will need to do (the list might not be exhaustive due to the complex requirements):
Gather all compiler/linker commands that Visual Studio executes when building your project
Store all source code files into your application, in an encrypted form. Now if you want to allow your application to decode the files then you need to either store the encryption key within the application, and obfuscate it so its not that easy to find, or have the app communicate with your server and ask for the encryption key via https (this is a more secure approach, however neither this is 100% bullet-proof, insistent/trained hackers can still peek into the memory used by your app)
After the user fills all DLL generating details, the app will need to decrypt the source code files, updated the ones affected by the customised parameters, and start the build process by using the commands gathered at step #1. The compiler/linker should allow reading from stdin, so you'll use pipes to write the source code contents to the compiler/linker stdin, and to obtain the compiled/linked objects from stdout.
As I said, the solution is not pretty, and the main problem will be having the users install a Visual Studio that comes with a compiler compatible with the one from your machine, otherwise the commands you gathered at step #1 will not work.
I have an existing MFC product and am planning on supporting a couple of other national languages thru the use of resource-only DLLs. I've read a number of articles and tutorials on how to go about this, but admit that I don't have a lot of in-depth knowledge of Windows resources (mostly just use VS 2008's graphical interface).
The major area that I am trying to understand is that it seems like all of the resource source files (i.e., resource.rc) for these DLLs -- and the main program -- should be sharing the same copy of resource.h. After all, all those IDD_xxx values have to be consistent, and it seems like making updates to the resources would be even more complicated by having to keep multiple resource.h files in sync!
So am I correct on this, and does anyone have any tips for how to best implement this? Should I modify resource.rc in the DLL projects to point to the "master" resource.h in the main program directory?
Yes, use the same resource.h file for sure.
One way is to just copy the resources you need to be translated into the the new resource project--stuff like menus, strings, dialogs. Bitmaps and icons probably don't need to be translated unless you put some text on them that is language specific. If you know your localse, at program startup you can call AfxSetResourceHandle() with the resource DLL you manually load.
Another way to approach the problem if you have a multitude of DLLs and EXEs is to use binary resource editing tools. What they do is create token files from your resources. Your translators edit the token file with the binary editing tool. When all is done, you run a tool to apply the translation to the binaries. Basically, you don't distribute resource DLLs, but distribute different versions of your DLLs for each language. The tools are smart enough so that if you make a change like add a string or dialog, it will get picked up and your translator can see that he needs to translate something new. The previously translated work will be saved in the token files. This is how we do it at my shop. We used to use Microsoft's Localization Resource toolkit. I don't know if we still use it or not since it is somebody else's responsibility now.
I found the MSDN article ID 198846 a good starting point for sharing of resources via a dll, though it does need updating for newer versions of visual studio, it was quite easy to follow and understand.
http://support.microsoft.com/kb/198846