How would I make a system so I could take an old .exe, take a new updated one, and generate a patch file or something like that, that patches the different bytes between the old and new file? I don't even know where to start.
First, you would need to know the format of the executable or exe.
Secondly, you would need to know where in the executable to apply the patch.
Also, what kind of patch, is it data or executable?
Are you developing the patch or applying the patch?
There exist many different patching utilities. Perhaps you could use one of those?
Here are the steps for a simple patch:
Make a backup copy of the original.
Open original as binary, write-able.
Seek to the offset needing to be patched.
Overwrite existing code with new data.
Save file.
A more complex patch may involve:
Inserting a function call in the code.
Need to calculate the relative address of the new function in order to generate the call instruction.
Appending the function code to the end of the executable (may need to change the executable format).
We would need more information in order to help you more.
Related
I'm trying to make an application which to manage information about several providers.
Target system is windows and I'll be coding with c++.
The users are not expected to be handy on anything related to computers, so I want to make it as fool-proof as possible. Right now my objective is to distribute only an executable, which should store all the information they introduce in there.
Each user stores information of their own providers, so I don't need the aplication to share the data with other instances. They do upload the information into a preexisting system via csv, but I can handle that easily.
I expect them to introduce new information at least once a month, so I need to update the information embedded. Is that even possible? Making a portable exe and update its information? So far the only portable apps I've seen which allow saving some personification do so by making you drag files along with your exe.
I try to avoid SQL to avoid compatibility problems (for my own applications I use external TXTs and parse the data), but if you people tell me it's the only way, I'll use sql.
I've seen several other questions about embedding files, but it seems all of them are constants. My files need to be updatable
Thanks in advance!
Edit: Thanks everyone for your comments. I've understood that what I want is not worth the problems it'd create. I'll store the data separatedly and make an effort so my coworkers understand what's the difference between an executable and it's data (just like explaining the internet to your grandma's grandma...)
While I wouldn't go as far as to say that it's impossible, it will definitely be neither simple nor pretty nor something anyone should ever recommend doing.
The basic problem is: While your .exe is running, the .exe file is mapped into memory and cannot be modified. Now, one thing you could do is have your .exe, when it's started, create a temporary copy of itself somewhere, start that one, tell the new process where the original image is located (e.g., via commandline arguments), and then have the original exit. That temporary copy could then modify the original image. To put data into your .exe, you can either use Resources, or manually modify the PE image, e.g., using a special section created inside the image to hold your data. You can also simply append arbitrary data at the end of an .exe file without corrupting it.
However, I would like to stress again that I do not recommend actually doing stuff like that. I would simply store data in separate files. If your users are familiar with Excel, then they should be familiar with the idea that data is stored in files…
I am pretty new to c++, so this is going to be a VERY big rookie question.
Lets say I want to make an update to my app, like adding a new function to a class, adding a new class, or just changing some code to improve the app. The IDE is use(Visual Studios) builds my code into a single .exe file. But when I want to make an update to the code, I have to rebuild the whole application. This is bad because when I distribute my app, then want to update it, I have to send everyone with my app an updated version of the .exe file, and that will use up a lot of memory. Is there any way for my .exe file to update without having to download the whole code, or a specific way I should distribute it so it is easy to update and mod?
If you wish to update .exe you'll need to rebuild it, and send clients that version, only compiler can merge code on binary level safely. But even several dozen thousands of code don't take up a lot of space, so I assume you're having some resources that use a lot of space. Split them into .dll library and ship once, your .exe will be faster and smaller. If by any case you have a lot of code, and only part needs to be updated, you can add functions/classes into another .dll aswel, mark them as extern 'C', calling them from your program and easily replace when needed.
Making some autoupdater isn't a bad idea aswel, eventually you'll get tired of sending files manually each time.
I'm currently developing an application (Windows) that needs internal modifications upon download time.
Also, I'm delivering it using a Linux host, so, can't compile on demand as proposed.
How does Ninite deal with it?
In Ninite.com, each time you select different options, you get the same .exe, however, with minor modifications inside.
Option 1
Compile the program with predefined data (in Windows).
Use PHP to fseek the file and replace my custom strings.
Option 2
Append the original .EXE with a different resource file
Other?
Has someone developed something like this? What would be the best approach?
Thank you.
You can just append data to the back of your original executable. The Windows PE file format is robust enough that this does not invalidate the executable itself. (It will however invalidate any existing digital signatures.)
Finding the start of this data can be a challenge if its size isn't known up front. In that case, it may be necessary to append the variable-length data, and then append the data length (itself a fixed length field - 4 bytes should do). To read the extra data, read the last 4 bytes to get the data length. Get the file length, subtract 4 for the length field, then subtract the variable length to get the start of the data.
The most portable way could be to have a plugin (whose path in wired inside your main program) inside your application. That plugin would be modified (e.g. on Linux by generating C++ code gencod.cc, forking a g++ -Wall -shared -fPIC -O gencod.cc -o gencod.so compilation, then dlopen-ing the ./gencod.so) and your application could have something to generate the C++ source code of that plugin and to compile it.
I guess that the same might be doable on Windows (which I don't know). Probably the issue is to compile it (the compilation command would be different on Windows and on Linux). Beware that AFAIK on Windows a process cannot modify its own executable (but you should check).
Qt has a portable layer for plugins. See QPluginLoader & Qt Plugins HowTo
Alternatively, don't modify the application, but use some persistent file or data (at a well defined place, -whose location or filepath is wired in the executable- preferably in textual format like JSON, or maybe using sqlite, or a real database) keeping the changing information. Read also about application checkpointing.
If you need to implement your specific application checkpointing, you'll better design your application very early with this concern. Study garbage collection algorithms (a checkpointing procedure is similar to a precise copying GC) and read more about continuations. See also this answer to a very similar question.
I am writing a program that produces a formatted file for the user, but it's not only producing the formatted file, it does more.
I want to distribute a single binary to the end user and when the user runs the program, it will generate the xml file for the user with appropriate data.
In order to achieve this, I want to give the file contents to a char array variable that is compiled in code. When the user runs the program, I will write out the char file to generate an xml file for the user.
char* buffers = "a xml format file contents, \
this represent many block text \
from a file,...";
I have two questions.
Q1. Do you have any other ideas for how to compile my file contents into binary, i.e, distribute as one binary file.
Q2. Is this even a good idea as I described above?
What you describe is by far the norm for C/C++. For large amounts of text data, or for arbitrary binary data (or indeed any data you can store in a file - e.g. zip file) you can write the data to a file, link it into your program directly.
An example may be found on sites like this one
I'll recommend using another file to contain data other than putting data into the binary, unless you have your own reasons. I don't know other portable ways to put strings into binary file, but your solution seems OK.
However, note that using \ at the end of line to form strings of multiple lines, the indentation should be taken care of, because they are concatenated from the begging of the next line:
char* buffers = "a xml format file contents, \
this represent many block text \
from a file,...";
Or you can use another form:
char *buffers =
"a xml format file contents,"
"this represent many block text"
"from a file,...";
Probably, my answer provides much redundant information for topic-starter, but here are what I'm aware of:
Embedding in source code: plain C/C++ solution it is a bad idea because each time you will want to change your content, you will need:
recompile
relink
It can be acceptable only your content changes very rarely or never of if build time is not an issue (if you app is small).
Embedding in binary: Few little more flexible solutions of embedding content in executables exists, but none of them cross-platform (you've not stated your target platform):
Windows: resource files. With most IDEs it is very simple
Linux: objcopy.
MacOS: Application Bundles. Even more simple than on Windows.
You will not need recompile C++ file(s), only re-link.
Application virtualization: there are special utilities that wraps all your application resources into single executable, that runs it similar to as on virtual machine.
I'm only aware of such utilities for Windows (ThinApp, BoxedApp), but there are probably such things for other OSes too, or even cross-platform ones.
Consider distributing your application in some form of installer: when starting installer it creates all resources and unpack executable. It is similar to generating whole stuff by main executable. This can be large and complex package or even simple self-extracting archive.
Of course choice, depends on what kind of application you are creating, who are your target auditory, how you will ship package to end-users etc. If it is a game and you targeting children its not the same as Unix console utility for C++ coders =)
It depends. If you are doing some small unix style utility with no perspective on internatialization, then it's probably fine. You don't want to bloat a distributive with a file no one would ever touch anyways.
But in general it is a bad practice, because eventually someone might want to modify this data and he or she would have to rebuild the whole thing just to fix a typo or anything.
The decision is really up to you.
If you just want to keep your distributive in one piece, you might also find this thread interesting: Store data in executable
Why don't you distribute your application with an additional configuration file? e.g. package your application executable and config file together.
If you do want to make it into a single file, try embed your config file into the executable one as resources.
I see it more of an OS than C/C++ issue. You can add the text to the resource part of your binary/program. In Windows programs HTML, graphics and even movie files are often compiled into resources that make part of the final binary.
That is handy for possible future translation into another language, plus you can modify resource part of the binary without recompiling the code.
I'm making a simple game with SFML 1.6 in C++. Of course, I have a lot of picture, level, and data files. Problem is, I don't want these files visible. Right now they're just plain picture files in a res/ subdirectory, and I want to either conceal them or encrypt them. Is it possible to put the raw data from the files into a resource file or something? Any solution is okay to me, I just don't want the files exposed to the user.
EDIT
Cross platform solutions best, but if they don't exist, that's okay, I'm working on windows. But I don't really want to use a library if it's not needed.
Most environments come with a resource compiler that converts images/icons/etc into string data and includes them in the source.
Another common technique is to copy them into the end of the final .exe as the last part of the build process. Then at run time, open the .exe as a file and read the data from some determined offset, see Embedding a filesystem in an executable?
The ideal way for this is to make your own archive format, which would contain all of your files' data along with some extra info needed to split files distinctly within it.