Code obfuscation is rather pointless. To understand that, let’s first examine the reasons why you want to obfuscate your code in the first place:
- Security by obscurity.
- “To protect you intellectual property” as people normally put it.
Both reasons are understandable, but if either of both is what you’re trying to achieve, then code obfuscation will not really cut it except in a few selected cases.
From an evil villains perspective, code obfuscation doesn’t present the hindrance that you would like it to be, for a number of reasons:
- Your actual source code is rarely needed to try crack your software or to “steal” it. In most cases, your software can be decompiled or disassembled into some sort of source code. It’s not going to be pretty, but it’s going to be good enough to run it in a debugger and find suitable entry points to hook into for whatever purpose. You’re “safe” if your architecture is just a big ball of mud, but in that case you don’t have much worth protecting anyway.
- Security by obscurity usually ends up shooting yourself in the foot. You have no way to actually guarantee security. You can only hope that no-one finds vulnerabilities, or that you are lucky enough to become aware of attackers and close the loopholes they were using. Most of the time, you will do much better using open, well-established and field-tested security mechanisms and guidelines. These are constantly driven forward by a whole number of very smart people. This doesn’t (necessarily) apply, if you work in defense or banking and have major funding to develop/buy reliable proprietary security mechanisms. But you very probably don’t.
- When you look at software as “intellectual property”, then protecting your source code won’t protect the software. Designing great software with a good user experience is a very hard, resource intense, time consuming process, that involves a lot of learning about your actual problem domain. The real value of your software lies in that design. The effective value of the product that this software constitutes lies in how well it is marketed. You have gone through this whole process of iterating a great design and actually generating/defining the demand for a product such as yours. Reverse-engineering your implementation is far easier. Selling a product to meet an existing demand is far easier. You just add some crappy extra features, cut the price in half and people are going to fall for it.
The kind of paranoia that leads you to wanting obfuscation is bad for your creativity, because it pushes you in a defensive mental stance. This will harm you, because frankly, you get the best ideas when you feel free, safe, confident, positive and when you are undistracted. And also implementing obfuscation consumes a lot of time and energy, often yields bigger/slower results and might even impose restrictions (some obfuscation methods do not work with reflection). If you really want to stay ahead of your competition, you are going to need that creativity, that positiveness, that time and that energy, to focus on improving your design and to sell your product, which works a lot better with a smile in your face.
So to the contrary: you should consider open-sourcing and GPL-ing parts of your software. If those parts are really worth using, you will get peer reviews for free and marketing for free and an angry mob of free software lobbyists up your sleeve, if your competition decides to use your code but not to publish their enhancements. And also materials, training and support might in fact present a new revenue stream.
Last Friday I was made aware of the fact, that Flash banner programming is still relying on ActionScript 2 these days.
That’s presumably due to the extra 0.05% of users you can reach, who have the same computer since 3 years and never cared to upgrade their Flash Player in all that time. Exactly the kind of people who will spend gazillions of money on the product advertised.
Anyway, since you can’t really alter industry superstitions, you just have to deal with it. Currently TweenNano is the best thing out there for AS2, if you want things to keep small. However TweenNano is really quite poor in features. It lacks chaining and many other things you’d normally want. All that at 2KB for AS2.
While I do approve the work of the greensock team and especially the effort to maintain an AS2 port of their tweening suite, I think this is one of the major problems of TweenNano for AS2: It’s a port from AS3. It is therefore unnecessarily clumsy.
Personally, when it comes to AS3 and tweening, I am a HUGE fan of eaze, which was created by Philippe (one of the creators of FlashDevelop). Why? Well it keeps its own promises: “Eaze Tween: smart, fast, chainable and compact Flash AS3 tweening library”
What more could you possibly want? That’s right: An alternative for AS2.
This is why I decided to create Minion, as in “mini animation library”. It’s still a little raw, but it packs quite a punch at only 1.5KB file size (for the core engine) and it puts the fun back into tweening, if not for its features, then for its evil nature: Just imagine you’re an evil overlord and your animations are carried out by a bunch of servile creatures. Muahaha!!
Have fun with it ;)
There is a general misconception about how Singletons should be used.
Possibly, because it is true that for having global state, it is better using Singletons, than just plainly global variables or class objects. However I quite often encounter the claim that Singletons intend to provide global state. I have repeated this on numerous occasions, which is why I will put it here once and for all.
Singletons do NOT justify global state!
Some people see the Singleton as a justification for global state, along the lines of “If there’s a pattern for it, it must be good”. Well no, it isn’t. Global state is considered harmful. For a number of reasons, that even Singleton-misuse won’t make go away, simply because:
Singletons are NOT intended to provide global state!
The Singleton is a creational pattern. It is used to enforce, that a class be instantiated only once. What it basically does is, to give control over instantiation back to the programmer. This is what you sometimes need in languages with classical constructors (Java, C++ and such).
So while Singletons are often used to replace
SomeClass.getInstance(), it is actually intended to replace
It is evident, by name, that the method is supposed to return an instance. The possibility to return the same (and thus global) instance again and again, is subject to implementation. Thus using a Singleton for global access actually violates that encapsulation and unnecessarily ties clients to the implementation. And if at some point you decided to replace the implementation by a Multiton or a Pool, a lot of code could break (because the assumption that the code always returns the same instance no longer holds).
You should ultimately think of the Singleton as a special case of a Factory. Just imagine that that static
getInstance-method were called
createInstance. And you’ll be using it just the right way.
Once again, I stumbled upon the word “abstraction”, as in a recent question on programmers.stackexchange.com. Often times I see this word misunderstood and some of the answers provided embody the most common misunderstanding.
In programming, abstraction is often understood as generalization, i.e. generalization of a specific component.
A component has a specific design based on a number of assumptions about the problem it should solve. The straight-forward and popular way of generalization means, we reduce those assumptions, leading to a more general problem, to which we can provide the design (and implementation) of a (possibly) partial solution. Java has the keyword
abstract just for this, although what it actually denotes is classes and methods, that do not work due to a lack of concrete context.
For example, let’s take a component, that is called
HTTPService. We “generalize” this by removing the assumption that we use HTTP for communication. We design a new class called
ServiceBase, which provides about all functionality of
HTTPService, but doesn’t make the assumption of HTTP being used. As such, this class is useless, but by subclassing it while adding the assumption that HTTP can be used we obtain our
ServiceBase is a partial solution for a more general problem. This is not too bad. But it’s not abstraction. It is what I would call explicit generalization.
Abstraction in Human Perception
I know, this is gonna knock you off of your feet: Abstraction comes from Latin :D.
To abstract (abs – from, trahere – pull, draw) an object, means to draw something from that object. That something is its essence. The abstraction of an object is, what is essential about it. Abstract art for example undertakes the effort of trying to visualize the essence of an object, bypassing its visual appearence. Sometimes this just really WTFs you, but maybe this will enlighten you:
This starts with a depiction of what a bull looks like and ends as the essence of a bull, as Picasso sees it: Big, 4 legs, 2 horns, a tail and genitalia. And you surely agree, one can easily recognize what it is. This is abstraction.
What these few lines represent can engage in a bull fight or reproduce. Our
ServiceBase-component, which many would call
AbstractService (in fact I know at least one framework with a class named exactly like that), cannot do anything. That is why this is not abstraction.
In our everyday life, we deal with abstractions. We usually deal with the essence of things, not with the complications of their concrete nature. When we say mouse, the essence is basically that pointer moving on the screen “clicking” things. We do not even really think much of the physical device or the mechanical, optical and electronical effects at work. We could possibly decompose the mouse’s essence into moving and clicking. But nobody would ever build a mouse that only moves or clicks, or that is only an empty piece of plastic with a USB-cable coming out at the front, saying that you have built an abstract mouse, that provides a partial solution to the generalization of the problem mice can solve.
Abstraction is about perspective. About the way we see things. Consider a mouse in a computer game.
- We see the mouse as a source of movement information, which is used to control the camera.
- We see the mouse as a source of discrete signals (buttons), which is used to fire a weapon or more generally for interaction with the environment.
However, on a motion sensible device, I can use motion for camera control or I can use speech input for interaction on others. I can replace the mouse as a whole by devices, that sum up to its abstraction. I can just as well replace one role of the mouse, e.g. moving, by a different device, but this doesn’t mean I rip out the mouse ball or tape over the laser.
Abstraction in Programming
Abstraction in programming is about understanding the essence of an object within a given context. When we abstract the
HTTPService, we have an object that performs whatever “service” actually means here (probably some (possibly stateful) application layer protocol) using HTTP to do the job. If our architecture is good, then about every part of the application concerned with the
HTTPService is only concerned with the service-part of it. So a
Service here is not a particular object or class, but the concept of a service, which is best reflected in an interface (as it is called in most languages). Abstraction means, that all parts of our application, that rely on this and only this functionality of the
HTTPService, rely on exactly on this essential aspect, naturally an interface named
IService. The process of abstraction means ensuring that components do not depend on other concrete components but on mere abstractions of those.
It is important to understand, that by abstraction we do achieve generalization, only in a different way then through “explicit generalization”. Here, all components depending on the abstraction are implicetely generalized. This has nothing to do with how the concrete implementation of the abstracted component is implemented. It could be the worst spaghetti code ever on earth. It doesn’t matter, because you do not perceive it. In fact
HTTPService shouldn’t even exist. There should just be a
Service, that executes its communication through an implementor of
HTTPConnection being one of them. But this design flaw doesn’t affect the rest of the application, because it is abstracted away.
Abstraction is not only mistaken with generalization, but also with encapsulation, but these are the two orthogonal parts of information hiding: The service module decides what it is willing to show and the client module decides what it is willing to see. Encapsulation is the first part and abstraction the latter. Only both together constitute full information hiding.
The dependency inversion principle is all about the importance of the less popular part of information hiding. Assuming you had the right low level components and the right high level frameworks, programming is “only” about writing adapters to stick the first into the second. Usually, the best you get is a neat component library, tightened up in a nice facade, but sooner or later you discover you need to both do modifications beyond the facade and write an adapter layer anyway.
If there is something I would like you to take with you, it is, that abstraction is a good thing, and that the right place for an abstraction is in a given context. Trying to anticipate such contexts, i.e. designing a component for specific uses is a very good thing too. But try to keep it sensible. KISS, because otherwise you’ll probably overengineer things.
DISCLAIMER: I’d like to point out, that the issue I am addressing here transcends the field of software developement, but this would drastically go beyond the scope of what I intend this blog to cover.
Human thinking tends to revolve a lot around boxes. Why? Boxes are useful. During everyday life, we constantly bump into objects of our perception and we tend to put these into boxes. There are two reasons:
- The most important “feature” of boxes is, that we can (mentally) carry around multiple objects in just one box. We can say “I like classical music”, instead of iterating all classical pieces and saying we like them.
- Up to a certain point, boxes are even a boost to everyday perception. If there is an item a, and a box A with many items that share common features with a and one-another, we can put a into A. We tend to infer from that, that a is likely to also share features of other items from A, without actually inspecting it. The nice word for this is “induction”, the common word is “prejudice”. It is a way of concluding, that is very efficient, because it doesn’t require a thorough study of the subject, but not without risk, because it quite often yields poor conclusions.
None the less, the main point is, boxes are useful, because we can put objects into them, which helps us dealing with the enourmous complexity of the world we live in. I suppose, we all agree, at the bottom line, the purpose of boxes is to put objects into them. I also suppose, we’d agree this doesn’t imply the purpose of objects is to be put into boxes. Yet we often behave like that. We like boxes. We can label them and then put objects into them, saving us the work of labeling all items individually.
It is my belief however, that for any kind of task, that requires problem solving, having boxes is not the biggest quality. Having boxes is good. Nowadays it is a popular oppinion that thinking outside the box is the new “shizzle” and will solve all your problems. I don’t think it will. It will perform just as poorly as thinking inside the box, because either way, the box is the limit.
The point is, to think past the box. The box is a support, a tool, and as such should not be in your way. The actual “shizzle” is the ability to build boxes and to choose clever labels. It is a more less mechanical task to sort a set of items into a given set of boxes. The stroke of genius is choosing a certain way to box things. Thus the important quality is the art of “meta-boxing”, the tool that transcends boxes, the understanding of why certain boxes are chosen the way they are and being able to replace or add boxes as the problem, one is solving, evolves.
The actual art of problem solving consists of looking at the problem in search of the right perspective, until this sweet moment comes, where all parts fall into their places and the solution becomes obvious. You’re less likely to find a good solution if you try to use the same approach you used on an old problem you consider similar. Probably it even isn’t, but your perspective is so poorly chosen, it looks similar. You’re also quite unlikely to succeed, if you try hard not to draw knowledge from problems you’ve already solved. The word is “why” and the task is to understand why you succeeded in solving other problems. Why your solution worked. To understand how you found the right perspective. And apply that understanding.
There is a process, that I’d call man-made evolution, for the lack of a better term. By intellectual effort, mankind can achieve new abilities.
Basically, there were two major breakthroughs until recently:
- Tools. A tool would transform our force in a way, so that it can be used in a way previously impossible. Man has no claws, but could shape stones to be used the same way, an animal with claws would use claws.
- Machines. As the next step from tools, man created machines. Machines are a step forward in two ways. For one, they allowed to perform desired motions in a very effective way (such as using a loom, which requires only a repetitive and simple movement, to perform a task, that would otherwise be very time consuming), but secondly also allowed harnessing other sources of energy than manpower.
And then, not so long ago, computer applications emerged (you may want to imagine some dramatic music here, a choir of angels and that kind of stuff ;-) ). Of course, computer applications require computers to run, but personally, I don’t think, the biggest gain mankind gets from computers is, that we can compute things insanely fast, but rather that we can run applications on them.
I believe applications, to be the third significant breakthrough.
What a machine does, is determined by the laws of physics and the constellation of its components. A computer constitutes a world, where the laws of physics are replaced by the possibilities of the hardware. What an application does is determined by those possibilities, while the physical composition of components is replaced by mere software, providing flexibility, that was probably undreamed of 100 years ago. Without material or mechanical modification, a computer can be altered in order to perform new or other tasks, or can be improved at the tasks it is carrying out. Any application installed on a computer, can be thought of as an individual machine.
Computers are a leap forward in that a single computer can be used for a multitude of extremely unrelated tasks, while an application can run on an unlimited number of computers. When computers actually emerged, this was more a theoretical possibility, but now, we live in a world, where computers are cheap, small, fast, amazingly reliable and writing portable software is feasible in a reasonable amount of time.
Truth is, computer applications are great in many ways, but they still are machines. As any machine, they need an operator. For him to operate the machine, control elements are needed. Or an interface, as programmers would say. Computers (at least PCs) typically all have the same physical interface (screen, possibly some sort of audio output, mouse and keyboard), while applications have a more abstract interface built on top of computer interfaces. The great thing about application interfaces is, that they are also just software. Again, without any material or mechanical modification, an interface can be adapted to its user. Suppose, you wanted your alarm to start filling your tub, when it rings, or you want to switch your tap from separate taps to a mixing tap. In the world of software, an equivalent task usually requires less effort, and once you succeeded, you can do it for any tub in the world, without much effort. This would really be of great service to the inhabitants of the UK. :-P
With the advent of the internet, the potential of software development spiked. One application can run in multiple physical locations (something basically no traditional machines can accomplish reasonably). The application can be updated automatically and easily. I think, we rarely appreciate or even understand, what an enormous potential this is. But it is. One man can create an application, that saves 10% of the broadband-internet users (should be about 50 millions) 1 minute of work per day. That’s half a billion minutes saved per day, assuming a workpensum 40 hours a week (ergo about 125000 minutes per year), this is equivalent to 400 man years saved. Per day. Now these are numbers serve more the purpose to impress you and everyone else, than to really measure anything, but I think, they do make my point. :)
It has been recently (i.e. a few months ago) pointed out to me, that my blog is kind of empty. I was pleasently surprised to hear, someone cared. :-D
Well, I have been reflecting a lot on programming lately, looking at various other languages, after I had given up efforts to create my own, as well as frameworks, not having given up those efforts yet. I have looked at different paradigms, best practices, common practices, philosophies and concepts. What I found out, is that there’s a general lack of clear definitions on the web and there are many approaches that are mistakes. As a consequence, I have decided to fill the void, which I am hopefully not the only one to perceive. ;-)
I am proud to announce, that from this day on, I intend to pester the world with my dilettantish thoughts on programming. This will include concrete principles and concepts, as well as some “deep” spiel (much like this post), intended to explain, why I deem this and that approach of high importance. I think, it is important to see a purpose in what you do, and should you be looking for one, maybe I can help you at least a little.
In the scope of this announced series of posts, programming and software development shall be used interchageably. That’s because I
- will only focus on programming for the purpose of software development
- intend to postulate principles, which transcend all layers of software development, right from design down to implementation,
- think programming cannot be thought of as just coding (i.e. writing code). Any time it is, the results are usually useless crap.
Apart from stealing your time with this announcement, I’ll try to maintain some sort of table of contents in this very post, to provide some sort of structured overview to an otherwise chaotic stream of vaguely related posts.
I hope you enjoy reading, what I have to say, and pick up a few helpful things.