TL;DR: Adding the latest Facebook iOS SDK to a new, empty project puts AdSupport in the link table. AdSupport provides the ASIdentifierManager, which provides the IDFA. For a kids' app, this means automatic rejection. My question is: is it possible to stop this transitive use of tracking?
Details
One can find lots of copies of the sentence “[T]he Facebook SDK does not require AdSupport.framework to be included.” But they do not say how to stop the compiler from adding it to the link table. It looks like Facebook is trying to force us to track, whether we want to or not. The number of appearances of "ASIdentifierManager" is growing:
- SDK 7: 13 appearances
- SDK 9: 30
- SDK 11: 66
To Reproduce
(Short)
Add the SDK via SPM.
Run otool on the resulting executable and observe
Load command 18
cmd LC_LOAD_DYLIB
cmdsize 88
name /System/Library/Frameworks/AdSupport.framework/AdSupport
(Long)
Start with a one-page empty app, call it TestFBSDK
Add dependency to https://github.com/facebook/facebook-ios-sdk.git using Swift Package Manager
Do not import or use the SDK
Build an app Archive for "Any iOS Device"
Find the new archive in the Archives pane of the Organizer window.
Right-click on the archive entry and choose Show in Finder.
Right-click on the archive file and choose Show Package Contents.
Navigate to the Products/Applications/ folder.
It contains the .app file.
Open the Terminal, type cd and drag the app icon to the terminal window.
You will get something like
cd /.../Library/Developer/Xcode/.../TestFBSDK.app
Hit Enter to change directories
Run the command
otool -l TestFBSDK | grep AdSupport -A 3 -B 3
Run the command
nm TestFBSDK | grep ASIdentifierManager
See Also
There are plenty of posts on this from ten years ago but I see nothing current.
Need to remove identifier
App rejected
Another app rejected
In the interim, some people have experimented with commenting or ifdef-ing out parts of the Facebook SDK. The problem is how far to pursue the transitive closure of your edits.
Here is a link to a minimal set of diffs that worked for me. That is, the executable had no AdSupport or ASIdentifierManager references.
https://github.com/snorrsi/facebook-ios-sdk/commit/9d69d9ab0e510359311085def696c750c345037a
Related
I am trying to download and run the source code of a previous version of the Apple macOS chess game (preferably in the 369-408 version range) using XCode 14.1.
The game is written in Objective-C and interfaces with a chess engine called "sjeng" that is written in C. (Correct me if I'm wrong).
I have already navigated some preliminary stumbling blocks (which you may want to follow to duplicate if you'd like to give this a try):
Downloading the source code in the first place.
[ The next four steps come from here ]
Commenting out the "#include..." line from the Chess.xcconfig file.
Removing the com.apple.private.tcc.allow entitlement from the Chess.entitlements file.
Getting my provisioning profile set up for the X-Code project (this is straight-forward as long as you already have a developer profile).
Changing the bundle identifier from "com.apple..." to something random.
Resolving "Implicit declaration of function is invalid in C99" compile-time errors related to the C code within the sjeng chess engine. This question helped with that.
But now I am stuck on the next and hopefully final step which is this is the build error:
./build-book normal nbook.pgn
+ test -z ''
+ SJENG=/Users/classified/Library/Developer/Xcode/DerivedData/MBChess-frynfmbcfskhcfdlqxxctvlldmnm/Build/Products/Development/sjeng.ChessEngine
+ cat
+ /Users/classified/Library/Developer/Xcode/DerivedData/MBChess-frynfmbcfskhcfdlqxxctvlldmnm/Build/Products/Development/sjeng.ChessEngine
./build-book: line 21: /Users/classified/Library/Developer/Xcode/DerivedData/MBChess-frynfmbcfskhcfdlqxxctvlldmnm/Build/Products/Development/sjeng.ChessEngine: No such file or directory
make: *** [nbook.db] Error 1
Command ExternalBuildToolExecution failed with a nonzero exit code
I have no clue what this stage of the build process pertains to.
I have verified in the Finder that the directory in the error message does indeed not exist.
I tried "Cleaning the Build Folder" in XCode and building again, but same result.
Can anyone get the game actually running (from source) on macOS and describe the steps required to get there?
Here is how it worked for me:
Download the project from here (build tag 408);
Unarchive the project and open MBChess.xcodeproj file with Xcode;
Open MBChess target and do as follows:
Change Bundle Identifier to something more relevant to you
Enable "Automatically manage signing" flag
Choose your Apple Developer team OR choose any personal team
(Optional) If you chose a personal team, don't forget to remove incompatible entitlements from here (Game Center)
Remove Chess.xcconfig file from Project Navigator:
Find Chess.entitelements file and remove com.apple.private.tcc.allow array from it:
Select sjeng target and build it first
Select MBChess target and build it for the same platform
At this point the app should build successfully (I was using macOS Ventura 13.0.1 (22A400) as the target platform with Xcode Version 14.1 (14B47b))
I can't get the controller emulator to work with Google VR SDK 1.1 & Unity 5.6b3 under Arch Linux 64-bit. If I load the GVRDemo scene in Unit and click the play button to enter Play Mode, the console shows the following:
"Android Debug Bridge (adb) command not found.
Verify that the Android SDK is installed and that the directory containing adb is included in your PATH environment variable."
In Windows, you have to add the directory containing the Android Debug Bridge (adb) program to the PATH environment variable in Windows itself (not in the Unity program). Once you do that, the Controller Emulator works fine in Windows. You have to do the same in Linux, evidently, to get Unity to locate adb, and therefore get the Controller Emulator phone working for testing the game.
I've added the following line in my .bashrc and .profile files in my home directory:
"PATH=/home/jesse/Android/Sdk/platform-tools/:$PATH"
This, however, doesn't fix the issue.
I've also added the root directory of the Android SDK to my Unity Preferences > External Tools section.
I don't know how to get Unity and Google VR SDK to recognize the directory containing adb to the PATH environment variable that Unity needs to make the Controller Emulator work.
Is anyone else having this issue? Is there a fix or work-around?
I was able to locate the culprit and modify Google VR SDK scripts to make it work! Turns out there was an issue in the code of the script file titled "EmulatorClientSocket.cs" regarding non-Windows machines. Here's what I changed, and why:
Originally, in line 111 and 112 of this script, it read:
stringprocessFilename="bash";
stringprocessArguments = string.Format(" -l -c \"{0}\"", adbCommand);
The context is that when Windows is not present (forgive my layman's terms -- I've only started learning coding a month ago) the command to process is this: bash -l -c "adb forward tcp:7003 tcp:7003". The problem is when the -l option is used in the command, the command is interpreted as if coming from a login shell, which - I believe - means that bash isn't looking at the custom environment variables set in the user's .bashrc and .profile files in their home directory. Without looking at those files, bash can't locate the adb command (try running the bold command above in a terminal, and the result will be a prompt saying adb command not found).
To fix it, I simply removed the -l option from line 112, and, voila! Everything works like a charm! Lines 111 and 112 now look like this:
stringprocessFilename="bash";
stringprocessArguments = string.Format(" -c \"{0}\"", adbCommand);
The fix will work when running "unity-editor" or "unity-editor-beta" from the Terminal or Xterm, but running it from the application menu will still produce the adb error and Controller Emulator will not work.
I'm using FossilSCM as my only solution for control version and tickets. So far, so good. Its self contained and minimalist approach suit my needs. But I would like to start to make some analysis on the projects history and development and a good soruce for that are the projects timelines. I could go with some html parsing trying to convert the Fossil timeline output to something else, but I would like if there is any option to export that info in other structured format (e.g JSON or similar). Web search has not produce any useful finding on that issue. Any pointers to a solution?
Thanks,
Offray
Have you tried fossil json timeline branch trunk?
fossil help json
Usage: fossil json SUBCOMMAND ?OPTIONS?
In CLI mode, the -R REPO common option is supported. Due to limitations
in the argument dispatching code, any -FLAGS must come after the final
sub- (or subsub-) command.
The commands include:
anonymousPassword
artifact
branch
cap
config
diff
dir
g
login
logout
query
rebuild
report
resultCodes
stat
tag
timeline
user
version (alias: HAI)
whoami
wiki
Run 'fossil json' without any subcommand to see the full list (but be
aware that some listed might not yet be fully implemented).
Compile json when you build from source:
./configure --json
The key for having this working is to enable json support in fossil by compiling it from sources. Current version have it disabled, so looking for any clue on it in command line help got me nothing originally. Thanks to user 2612611 for the initial clue about it. Here is the procedure I followed:
Go to https://www.fossil-scm.org/download.html and download the source tarball package.
Uncompress the previous package.
Go to the folder where you uncompressed the package (lets call it /uncompress-folder
Run ./configure --json
Run make.
Optional: Put your newly created fossil binary in your path or where the last one was installed (something like sudo mv /uncompress-folder/fossil /usr/bin/fossil.
Open the fossil repository that you want to export its history and launch the fossil web interface (fossil ui).
Go to http://localhost:8080/json/timeline/checkin?limit=0 ,where http://localhost:8080 is your local machine interface for fossil ui, and json/timeline/checkin?limit=0 is the json API call saying: json export of timeline (/json/timeline) chekins (/checkin) for all history (?limit=0). If instead of the 0 at the end of the url you put another integer you will have the last n checkins.
From command prompt you should be able to get the same result by running fossil json timeline checkin --limit=0 > timeline.json stored on the file timeline.json, instead of the web browser but in local test it didn't work.
API is still a moving target, but you can find documentation on this excellent project at [1] and a demo interface to test the parameters at [2]
[1] https://docs.google.com/document/d/1fXViveNhDbiXgCuE7QDXQOKeFzf2qNUkBEgiUvoqFN4/view?pli=1#
[2] http://fossil.wanderinghorse.net/repos/fossil-sgb/json/
I know there's a lot of information on here about installing python packages, but I'm quite new to python and I think I need a more "for dummies" level of help.
I was trying to install openpyxl for which as far as I can tell I need easy_install, for which, as far as I can tell, I need setuptools. I tried running the code provided here https://pypi.python.org/pypi/setuptools which is supposed to download and install setuptools (and according to some sites, easy_install aswell?) - it runs successfully, but help(modules) doesn't show setuptools or easy_install as modules, I have no idea whats installed and what isn't, or how I'm supposed to install any of it!
Essentially I'm very confused, very frustrated and really need someone to talk me through (in idiot-speak) what I'm supposed to do.
Thankyou!
We all start somewhere, I was there two weeks ago.
I'll assume you're using Python2. I believe Distribute and Pip are recommended for Python3 (which I will be using as examples). I will also assume you are on Windows.
First, python needs to be registered to Path. To check if this has been done automatically, open a command prompt (start -> programs -> accessories), and type 'python', then enter. If it returns the version number, etc, skip down a bit. If it throws an error, you need to add Python to Path.
Adding Python to Path
To add Python to Path on a Windows computer, go to:
Control Panel -> System -> Advanced Settings -> Environment Settings -> System Variables
Scroll down to select path, then click edit. Copy the entire line to a text document, and add your install directory for Python.exe (and the scripts folder) using ';' as a delimiter between different directories. Copy this back to Path and save. (Additionally close your command prompt window to reset it.)
For my Windows 7 machine, I added:
;C:\Python33;C:\Python33\scripts;
Take care when editing this file. There are many videos out there describing this in detail if you feel unsure about changing this.
Installing Modules (Such as setup_tools)
Once Python is registered in the Path file, download and unzip setup_tools to a folder within your Python install directory called 'modules'. I use ExtractNow to unzip, as it will unzip twice (as required) automatically.
Open a command prompt window again, and direct it to change directories by typing
cd [directory for module you want to install]
On my computer, this would be
cd C:\Python33\modules\distribute-0.6.40
Again, I use distribute, rather than setup_tools as it sounds like you need would for Python2. Simply use the appropriate directory. Press enter to change the directory.
Once you've entered this and it shows a changed directory, type:
python setup.py install
This indicates that you want to use the program python to use the setup.py file in the specified folder to install the module. This should be successful, and will write many lines of code.
If you want to install other modules, you would install them in a similar way. Python would automatically use setup_tools on your computer to finish each install.
Remember to import at the start of your script when using them to code:
import [module]
Happy Programming!
This seems like it should be very easy but I don't see a link to it anywhere.
How do I download the source code of a google app engine project?
Windows
appengine-java-sdk\bin\appcfg.cmd -A <your_app_id> -V <your_app_version> download_app <output-dir>
Linux
./appengine-java-sdk/bin/appcfg.sh -A <your_app_id> -V <your_app_version> download_app <output-dir>
For completeness, using the Python implementation:
appcfg.py download_app -A $appID -V $appVersionNumber $downloadDirectory --oauth2
--oauth2 is of course optional, you can omit it and provide your email + app-specific password (or your password, and then go implement two-factor authentication right after), but it's easier, and frankly there's no reason not to.
Documentation.
App Engine actually recently added the ability for the developer who uploaded a given app version to download its source code.
As of October 2019 you can simply go to --> App Engine --> Services and in the tool dropdown select 'source' and the source code is there
Posting this since none of the listed methods above didn't take me to the code (by June 2021)
You could try accessing it through;
Google Cloud Platform > Debugger > choosing the version of the
Application from combo at top.
This will list the files of that version on the left pane. There is no way to download it automatically but you can copy-paste the code.
Hope you will find this helpful.
IMHO, the best option today (Aug 2018) is:
Under the main menu, under Products, go to Tools -> Cloud Build -> Build history.
There, click the ID of the build you want (for me - the last one).
Then, in the opened window (Build details), click the "source" link, the download of your compressed code begins.
As simple as that.
HTH.
Working with App engine standard using Go, the debugger isn't available yet.
How I managed to download the source code for an existing service was to use the gcloud tool.
First: Get the version id of your service using the app engine console or running: gcloud app versions list
Second: use the version and service name and run: gcloud app versions describe <versionID> --service=<service name>
the describe parameter will give you the storage locations for your source files that looks like this:
cmd/main.go:
sha1Sum: e3fe5848c2640eca7ac3591490e1debc2d3a9b09
sourceUrl: https://storage.googleapis.com/<project>/<file id>
Third: you can then use the storage console, using the file id, to download the files you are interested in.
this process based on java sdk
Its works for me...
Download Google cloud SDK
gcloud init
enter image description here
Follow through process of logging in using your credentials
Enter following command from SDK
C:\Program Files (x86)\Google\appengine-java-sdk-1.9.49\bin
enter image description here
Enter Following command to download source code
appcfg.sh -A [YOUR_APP_ID] -V [YOUR_APP_VERSION] download_app [OUTPUT_DIR]
Eg: appcfg.sh -A my-project-name-1234 -V 2 download_app C:\Users\india\Desktop\my project
Note: this progress based on java-appengine sdk so we use appcfg.sh instead of appcfg.py
check if your app is uploaded with same email id that is in your app engine. if you are not sure then in app engine > control > Clear deployment credentials and then click on any project, deploy to sign in again then use this
appcfg.py download_app -A {app id from google app engine} -V {1} "{c:\path}" --oauth2_credential_file=C:\Users\{your account name}/.appcfg_oauth2_tokens
change all {} to your needs
Things have changed since this question was asked so I'm adding an updated answer. Note that this only applies to GAE Standard Environment
Google has deprecated appcfg.py and so the previous responses appcfg.py download_app no longer works.
gcloud which is the SDK in use (it replaced appcfg) does not have the functionality to download your source code.
When you deploy your app via gcloud app deploy, it copies your source code to a bucket. The default bucket is staging.<project_name>.appspot.com. Your files will stay in this bucket for a maximum of 15 days before they are deleted. You can modify the rule so that the files are retained for longer or less time.
The file names in the bucket are encoded so you can't figure out what each file is unless you open it (i.e. download it). Google has a mapping of the encoded names to the original file names. To get this mapping, you run the gcloud app versions describe command and it will list the file names and their encoded names. To download the files, you have to manually click each url one by one. So essentially, you have to download each file manually and then use the mapping to rename them (or open the file, check the content and then rename them). Also note that downloading the files manually will not maintain the folder structure in which they were uploaded.
If you do not wish to go through all of the above hassles (imagine having to manually open each url for each file if you have a small to mid-sized project which has hundreds of files), our App - https://nocommandline.com - now supports downloading source code from the default bucket - staging.<project_name>.appspot.com (so far as your files are still there which means any deployment i.e update not older than 15 days from your current date unless you previously increased the deletion age on your staging bucket's lifecycle page).
In simple terms, you enter your project name, the version number and our App will take care of retrieving the original file name to encoded name mapping, automatically downloading the files and renaming them to the original names, while maintaining the folder structure. For more information, refer to https://nocommandline.com/help/#faq_download_source_code_from_gae.
Log in to the console.developers.google.com
Select the project you want to download the code from (Google App Engine Standard Envoronment).
Go to the App Engine Dashboard. Under Summary is Debug and Source. Click on Source.
Select each file one at a time and copy it (highlight the code, copy and paste into your local editor.)
Select the next file....
You need to use svn to checkout the files.
If you are on Windows, you can use tortoise svn for your GUI end.
Here are tutorials on how to do it, here is the related question.