Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-28 Thread Peter Verswyvelen
It's interesting to see what will happen to Unity3D. This great casual
game development tool offers support for exporting to iPhone. They are
hit by Apple's new developer license - because they generate code -
but apparently, apps generated by Unity3D do end up in the Apple
store...

Now.. Unity 3D is also planning to support Android in the future. I
wouldn't be surprised that as soon as you can export games for both
iPhone and Android with a simple click, that Apple would prohibit
Unity3D generated games, as they have the power with their license
agreement, who knows.

See e.g. http://blogs.unity3d.com/2010/04/10/unity-and-the-iphone-os-4-0/

The strange thing is: Apple supports HTML5. But with HTML5 one would
be able to write (and publish and sell) all kinds of Flash-like games
directly on the internet, without Apple having any kind of control
over what content gets on the iPhone... So I really don't get it...

On Fri, May 28, 2010 at 3:23 AM, John Meacham j...@repetae.net wrote:
 On Thu, May 27, 2010 at 08:41:02PM -0400, Pierre-Etienne Meunier wrote:
  If this ever gets to court, we may have a criterion imposed on us,
  possibly one as silly as the distinction between programs and
  algorithms said to be made in patent-land.

 I really do agree with your post, but what I dont get is why Apple does not 
 intent anything against George Hotz, who publicly acknowledged having 
 disassembled his iphone for performing FPGA black magic on it, and would sue 
 someone for refusing objects and mallocs in programming.

 This makes me wonder if they really have the legal means of doing anything.

 Sure, they have the legal means to simply deny your program access to
 the App store. They don't need to sue you, you did nothing wrong by
 writing a haskell-c compiler and writing a game in it. They just won't
 distribute it. They are already under no obligation to distribute your
 work or make it available.

        John

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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-27 Thread Ketil Malde
b...@telenet.be writes:

 Or maybe this would be a nice research topic: how to generate C code
 that looks like it’s human written…  

Nah, that's too easy: just add a sprinkling of buffer overflows,
undefined behavior, and off-by one index errors.

-k
-- 
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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-27 Thread Pierre-Etienne Meunier
There is a enormous bunch of C code out there on the internet. It is not that 
hard to simply take arbitrary commentaries and variable names from it, then 
using it to replace GHC's jjaksh34$-like variables in the core.

Doing objective-c is a bit harder, as you have to use the objects, or else the 
choice of objective-c instead of c would look suspicious. This requires to find 
the rules that make an object programmer happy.


El 27/05/2010, a las 02:40, Ketil Malde escribió:

 b...@telenet.be writes:
 
 Or maybe this would be a nice research topic: how to generate C code
 that looks like it’s human written…  
 
 Nah, that's too easy: just add a sprinkling of buffer overflows,
 undefined behavior, and off-by one index errors.
 
 -k
 -- 
 If I haven't seen further, it is by standing in the footprints of giants
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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-27 Thread Richard O'Keefe
I think some of us may be missing the point about language  
identification.

It's not a _technical_ question, it's a _legal_ one.
Apple's lawyers have available to them exactly the kind of instrument
they expect (as lawyers) to have:  legal testimony.  If you sign up to  
the

new rules, you are entering into a contract, and whether Apple
_engineers_ can tell what you originally wrong in or not, if Apple's
_lawyers_ are called in, you will find yourself answering:

Q: Well, Mr/Ms/Dr/ Developer, did you personally write
   any of the code in this program?
A: Yes.
Q: And did you write it directly in one of the programming
   languages allowed in the contract, or did you use some
   other programming language?
A: The code that was checked into the repository was in
   C and had never been in any other known programming
   language, but it was actually generated from a table of
   player descriptions using a little AWK script.
Q: So what you are saying is that you knowingly violated
   the terms of the contract?

Given the code generation and refactoring capabilities of things
like NetBeans and Eclipse, notions of written and originally are
getting even fuzzier than they always were, which is saying
something.  If this ever gets to court, we may have a criterion
imposed on us, possibly one as silly as the distinction between
programs and algorithms said to be made in patent-land.
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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-27 Thread Pierre-Etienne Meunier
 If this ever gets to court, we may have a criterion imposed on us,
 possibly one as silly as the distinction between programs and
 algorithms said to be made in patent-land.


I really do agree with your post, but what I dont get is why Apple does not 
intent anything against George Hotz, who publicly acknowledged having 
disassembled his iphone for performing FPGA black magic on it, and would sue 
someone for refusing objects and mallocs in programming.

This makes me wonder if they really have the legal means of doing anything.

Cheers,
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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-27 Thread John Meacham
On Thu, May 27, 2010 at 08:41:02PM -0400, Pierre-Etienne Meunier wrote:
  If this ever gets to court, we may have a criterion imposed on us,
  possibly one as silly as the distinction between programs and
  algorithms said to be made in patent-land.
 
 I really do agree with your post, but what I dont get is why Apple does not 
 intent anything against George Hotz, who publicly acknowledged having 
 disassembled his iphone for performing FPGA black magic on it, and would sue 
 someone for refusing objects and mallocs in programming.
 
 This makes me wonder if they really have the legal means of doing anything.

Sure, they have the legal means to simply deny your program access to
the App store. They don't need to sue you, you did nothing wrong by
writing a haskell-c compiler and writing a game in it. They just won't
distribute it. They are already under no obligation to distribute your
work or make it available.

John

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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Brandon S. Allbery KF8NH

On May 26, 2010, at 03:50 , David Virebayre wrote:
On Wed, May 26, 2010 at 9:23 AM, Lyndon Maydwell  
maydw...@gmail.com wrote:

As a side note, how is this project getting around the language
restrictions apple put in the developer license agreement?



From the project page :


This version uses Apple's official iPhone SDK as its back end  
compiler.


You might want to reread that license agreement.  Specifically:

Applications must be originally written in Objective-C, C, C++, or
JavaScript as executed by the iPhone OS WebKit engine, and only code
written in C, C++, and Objective-C may compile and directly link
against the Documented APIs (e.g., Applications that link to
Documented APIs through an intermediary translation or compatibility
layer or tool are prohibited)

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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread David Virebayre
On Wed, May 26, 2010 at 9:58 AM, Brandon S. Allbery KF8NH
allb...@ece.cmu.edu wrote:

 You might want to reread that license agreement.  Specifically:

 Applications must be originally written in Objective-C, C, C++, or
 JavaScript as executed by the iPhone OS WebKit engine, and only code
 written in C, C++, and Objective-C may compile and directly link
 against the Documented APIs (e.g., Applications that link to
 Documented APIs through an intermediary translation or compatibility
 layer or tool are prohibited)

Ah, yes. Ouch, that's abusive.
Can they tell the difference though ?

David.
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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Daniel Peebles
Of course, given that they have no way of determining that short of asking
for the source code (and hiring another thousand reviewers to read it) or
applying static analysis tools with heuristics to the programs. I really
doubt they do the latter, and the former is unrealistic.

Most people seem to think the clause is there mostly to discourage large
companies like Adobe from making generic tools to translate to the
iPhone/iPad. It would be a lot of effort for Apple to actually enforce it
strictly.

On Wed, May 26, 2010 at 3:58 AM, Brandon S. Allbery KF8NH 
allb...@ece.cmu.edu wrote:

 On May 26, 2010, at 03:50 , David Virebayre wrote:

 On Wed, May 26, 2010 at 9:23 AM, Lyndon Maydwell maydw...@gmail.com
 wrote:

 As a side note, how is this project getting around the language
 restrictions apple put in the developer license agreement?


  From the project page :


 This version uses Apple's official iPhone SDK as its back end compiler.


 You might want to reread that license agreement.  Specifically:


 Applications must be originally written in Objective-C, C, C++, or
 JavaScript as executed by the iPhone OS WebKit engine, and only code
 written in C, C++, and Objective-C may compile and directly link
 against the Documented APIs (e.g., Applications that link to
 Documented APIs through an intermediary translation or compatibility
 layer or tool are prohibited)

 --
 brandon s. allbery [solaris,freebsd,perl,pugs,haskell] allb...@kf8nh.com
 system administrator [openafs,heimdal,too many hats] allb...@ece.cmu.edu
 electrical and computer engineering, carnegie mellon universityKF8NH



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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Brandon S. Allbery KF8NH

On May 26, 2010, at 04:14 , David Virebayre wrote:

On Wed, May 26, 2010 at 9:58 AM, Brandon S. Allbery KF8NH
allb...@ece.cmu.edu wrote:

You might want to reread that license agreement.  Specifically:


Ah, yes. Ouch, that's abusive.
Can they tell the difference though ?



I suspect GHC-generated code is fairly distinctive even as machine  
code.  But they don't have to go to that extent; all they have to do  
is use Google to find this thread.  :(


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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Ryan Trinkle
Hi guys,

I don't think this licensing issue will be a problem for us.  It's not clear
to me that our game violates this new term, and we certainly don't violate
any of the principles Steve Jobs used to justify it.  If Apple wants to
reject our app, they already have a variety of excuses at their disposal, as
they've demonstrated on many occasions.  Frankly, it'd be their loss;
Android is now the fastest-growing smartphone market, and we'll be more than
happy to focus on it (and other friendlier markets) if Apple's not
interested in having our product on their platform.


Ryan Trinkle
iPwn Studios

On Wed, May 26, 2010 at 4:18 AM, Brandon S. Allbery KF8NH 
allb...@ece.cmu.edu wrote:

 On May 26, 2010, at 04:14 , David Virebayre wrote:

 On Wed, May 26, 2010 at 9:58 AM, Brandon S. Allbery KF8NH
 allb...@ece.cmu.edu wrote:

 You might want to reread that license agreement.  Specifically:


 Ah, yes. Ouch, that's abusive.
 Can they tell the difference though ?



 I suspect GHC-generated code is fairly distinctive even as machine code.
  But they don't have to go to that extent; all they have to do is use Google
 to find this thread.  :(


 --
 brandon s. allbery [solaris,freebsd,perl,pugs,haskell] allb...@kf8nh.com
 system administrator [openafs,heimdal,too many hats] allb...@ece.cmu.edu
 electrical and computer engineering, carnegie mellon universityKF8NH



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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Pierre-Etienne Meunier
Anyway, does the license imply that one can't compile GHC's core language and 
RTS into objective-c, then compile it with their so great software ?



El 26/05/2010, a las 05:51, Ryan Trinkle escribió:

 Hi guys,
 
 I don't think this licensing issue will be a problem for us.  It's not clear 
 to me that our game violates this new term, and we certainly don't violate 
 any of the principles Steve Jobs used to justify it.  If Apple wants to 
 reject our app, they already have a variety of excuses at their disposal, as 
 they've demonstrated on many occasions.  Frankly, it'd be their loss; Android 
 is now the fastest-growing smartphone market, and we'll be more than happy to 
 focus on it (and other friendlier markets) if Apple's not interested in 
 having our product on their platform.
 
 
 Ryan Trinkle
 iPwn Studios
 
 On Wed, May 26, 2010 at 4:18 AM, Brandon S. Allbery KF8NH 
 allb...@ece.cmu.edu wrote:
 On May 26, 2010, at 04:14 , David Virebayre wrote:
 On Wed, May 26, 2010 at 9:58 AM, Brandon S. Allbery KF8NH
 allb...@ece.cmu.edu wrote:
 You might want to reread that license agreement.  Specifically:
 
 Ah, yes. Ouch, that's abusive.
 Can they tell the difference though ?
 
 
 I suspect GHC-generated code is fairly distinctive even as machine code.  But 
 they don't have to go to that extent; all they have to do is use Google to 
 find this thread.  :(
 
 
 -- 
 brandon s. allbery [solaris,freebsd,perl,pugs,haskell] allb...@kf8nh.com
 system administrator [openafs,heimdal,too many hats] allb...@ece.cmu.edu
 electrical and computer engineering, carnegie mellon universityKF8NH
 
 
 
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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Liam O'Connor
If you guys get a nice library layer going between the Java APIs and
Android NDK Haskell, I would very much like it if you could post it up
somewhere. I think the entire community could benefit.

Cheers.
~Liam



On 26 May 2010 19:51, Ryan Trinkle ryan.trin...@ipwnstudios.com wrote:
 Hi guys,
 I don't think this licensing issue will be a problem for us.  It's not clear
 to me that our game violates this new term, and we certainly don't violate
 any of the principles Steve Jobs used to justify it.  If Apple wants to
 reject our app, they already have a variety of excuses at their disposal, as
 they've demonstrated on many occasions.  Frankly, it'd be their loss;
 Android is now the fastest-growing smartphone market, and we'll be more than
 happy to focus on it (and other friendlier markets) if Apple's not
 interested in having our product on their platform.

 Ryan Trinkle
 iPwn Studios
 On Wed, May 26, 2010 at 4:18 AM, Brandon S. Allbery KF8NH
 allb...@ece.cmu.edu wrote:

 On May 26, 2010, at 04:14 , David Virebayre wrote:

 On Wed, May 26, 2010 at 9:58 AM, Brandon S. Allbery KF8NH
 allb...@ece.cmu.edu wrote:

 You might want to reread that license agreement.  Specifically:

 Ah, yes. Ouch, that's abusive.
 Can they tell the difference though ?


 I suspect GHC-generated code is fairly distinctive even as machine code.
  But they don't have to go to that extent; all they have to do is use Google
 to find this thread.  :(

 --
 brandon s. allbery [solaris,freebsd,perl,pugs,haskell] allb...@kf8nh.com
 system administrator [openafs,heimdal,too many hats] allb...@ece.cmu.edu
 electrical and computer engineering, carnegie mellon university    KF8NH



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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Edward Kmett
On Wed, May 26, 2010 at 5:51 AM, Ryan Trinkle
ryan.trin...@ipwnstudios.comwrote:

 Hi guys,

 I don't think this licensing issue will be a problem for us.  It's not
 clear to me that our game violates this new term, and we certainly don't
 violate any of the principles Steve Jobs used to justify it.  If Apple wants
 to reject our app, they already have a variety of excuses at their disposal,
 as they've demonstrated on many occasions.  Frankly, it'd be their loss;
 Android is now the fastest-growing smartphone market, and we'll be more than
 happy to focus on it (and other friendlier markets) if Apple's not
 interested in having our product on their platform.


Steve Jobs has been quite clear that apps written in other languages, even
ones that are interpreted in, compiles down to or otherwise generate
objective c source code, don't comply with the changes in section 3.3.1 of
their license, so I'm not sure that you have much of a case.

 “We’ve been there before, and intermediate layers between the platform and
 the developer ultimately produces sub-standard apps and hinders the progress
 of the platform.”

Read more:
http://techcrunch.com/2010/04/10/steve-jobs-responds-to-iphone-sdk-complaints-intermediate-layers-produce-sub-standard-apps/#ixzz0p3gfoNZI

Haskell definitely qualifies as an 'intermediate layer', just like
MonoTouch, and just like the Flash-to-Objective-C compiler that provoked the
original response from Apple.

http://www.taoeffect.com/blog/2010/04/steve-jobs-response-a-brief-followup/

Heck, even libraries that may contain scripting and modeling utilities like
Unity3d are in jeopardy, due to this cockamamie restriction, which threatens
to send the art of level design and game programming for the iphone
technologically clear back into the early 90s, though at least there they
appear to be treading lightly, since Unity has been useful in providing the
iphone with a lot of high end content.

http://answers.unity3d.com/questions/7408/is-unity3d-banned-by-new-apple-sdk-licence

But, there are other numerous discussions floating around in the blogosphere
involving previously approved applications written in scheme (even compiled
via objective c), c#, or other middleware languages having their
applications removed from the app store.

So, sadly, I think your chances of shipping your a title written in Haskell
on the iPhone are shot to hell.

-Edward Kmett
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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Brandon S. Allbery KF8NH

On May 26, 2010, at 10:17 , Pierre-Etienne Meunier wrote:
Anyway, does the license imply that one can't compile GHC's core  
language and RTS into objective-c, then compile it with their so  
great software ?


As I read it, yes; it says that the calls to their APIs must  
*originate* from permitted languages, and specifically prohibits using  
those languages via translation layers.


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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Evan Laforge
 So, sadly, I think your chances of shipping your a title written in Haskell
 on the iPhone are shot to hell.

+1 for the android version.

Disclaimer: biased google employee

:P

Unfortunately then you get another cockamamie restriction in the whole
JVM vs. tail calls thing...  but if you can get around that then lots
of people will like you a lot.
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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Pierre-Etienne Meunier
Well in this case I'd be really interested in seeing how the can tell the 
difference, be it only from a simple complexity theoretic point of view ! I 
understand they may look for common patterns in their compiler code to tell the 
difference between GHC's generated code and theirs, but pretending they can do 
it in this case only shows that Apple lawyers never communicate with the 
engineers.



El 26/05/2010, a las 15:32, Brandon S. Allbery KF8NH escribió:

 On May 26, 2010, at 10:17 , Pierre-Etienne Meunier wrote:
 Anyway, does the license imply that one can't compile GHC's core language 
 and RTS into objective-c, then compile it with their so great software ?
 
 As I read it, yes; it says that the calls to their APIs must *originate* from 
 permitted languages, and specifically prohibits using those languages via 
 translation layers.
 
 -- 
 brandon s. allbery [solaris,freebsd,perl,pugs,haskell] allb...@kf8nh.com
 system administrator [openafs,heimdal,too many hats] allb...@ece.cmu.edu
 electrical and computer engineering, carnegie mellon universityKF8NH
 
 

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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Dan Mead
wouldn't they just want to have TCO happen during the compilation into
java? why would you want to output java that has recursion?

-Dan

On Wed, May 26, 2010 at 4:17 PM, Evan Laforge qdun...@gmail.com wrote:
 So, sadly, I think your chances of shipping your a title written in Haskell
 on the iPhone are shot to hell.

 +1 for the android version.

 Disclaimer: biased google employee

 :P

 Unfortunately then you get another cockamamie restriction in the whole
 JVM vs. tail calls thing...  but if you can get around that then lots
 of people will like you a lot.
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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Brandon S. Allbery KF8NH

On May 26, 2010, at 17:22 , Pierre-Etienne Meunier wrote:
Well in this case I'd be really interested in seeing how the can  
tell the difference, be it only from a simple complexity theoretic  
point of view ! I understand they may look for common patterns in  
their compiler code to tell the difference between GHC's generated  
code and theirs, but pretending they can do it in this case only  
shows that Apple lawyers never communicate with the engineers.



No clue how they might be planning to enforce it, but it's not like  
the lawyers care; it's up to Apple to decide if they want to pursue  
any individual possible case of infringement, and Jobs to figure out  
what kind of hole he's dug himself into.  :)


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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread John Meacham
On Wed, May 26, 2010 at 01:17:00PM -0700, Evan Laforge wrote:
 Unfortunately then you get another cockamamie restriction in the whole
 JVM vs. tail calls thing...  but if you can get around that then lots
 of people will like you a lot.

Working on it... :)

John

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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Edward Kmett
On Wed, May 26, 2010 at 5:22 PM, Pierre-Etienne Meunier 
pierreetienne.meun...@gmail.com wrote:

 Well in this case I'd be really interested in seeing how the can tell the
 difference, be it only from a simple complexity theoretic point of view ! I
 understand they may look for common patterns in their compiler code to tell
 the difference between GHC's generated code and theirs, but pretending they
 can do it in this case only shows that Apple lawyers never communicate with
 the engineers.


I think it is more a matter of Jobs trying to find any way he could to
quickly block Adobe's attempted end-run around his blockade against Flash
apps.

While we can all acknowledge the technical impossibility of identifying the
original source language of a piece of code, all they need is to raise the
spectre of doubt, and they have practically gutted all concern of a cross
platform development environment emerging, because no sound business plan
can be built on I hope my major and only possible distributor doesn't
figure out what I'm doing!

-Edward Kmett
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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Ben Lippmeier

On 27/05/2010, at 9:01 AM, Edward Kmett wrote:
 While we can all acknowledge the technical impossibility of identifying the 
 original source language of a piece of code...


Uh,

desire:tmp benl$ cat Hello.hs
main = putStr Hello

desire:tmp benl$ ghc --make Hello.hs

desire:tmp benl$ strings Hello | head
Hello
base:GHC.Arr.STArray
base:GHC.Arr.STArray
base:GHC.Classes.D:Eq
base:GHC.Classes.D:Eq
failed to read siginfo_t
 failed: 
Warning: 
select
buildFdSets: file descriptor out of range

...




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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Daniel Peebles
Next up, binary obfuscation! Apple already uses these extensively in their
Fairplay code. Surely it isn't against the rules (yet?) to apply them to
your program before submitting it to the store? :P

On Wed, May 26, 2010 at 11:01 PM, Ben Lippmeier b...@ouroborus.net wrote:


 On 27/05/2010, at 9:01 AM, Edward Kmett wrote:
  While we can all acknowledge the technical impossibility of identifying
 the original source language of a piece of code...


 Uh,

 desire:tmp benl$ cat Hello.hs
 main = putStr Hello

 desire:tmp benl$ ghc --make Hello.hs

 desire:tmp benl$ strings Hello | head
 Hello
 base:GHC.Arr.STArray
 base:GHC.Arr.STArray
 base:GHC.Classes.D:Eq
 base:GHC.Classes.D:Eq
 failed to read siginfo_t
  failed:
 Warning:
 select
 buildFdSets: file descriptor out of range

 ...




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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Ben Lippmeier

Objects in the heap also have a very regular structure. They all have code 
pointers as their first word, which point to info tables that also have a 
regular structure [1]. GHC produced code is probably one of the easiest to 
identify out of all compiled languages...

http://hackage.haskell.org/trac/ghc/wiki/Commentary/Rts/Storage/HeapObjects

Ben.


On 27/05/2010, at 1:15 PM, Daniel Peebles wrote:

 Next up, binary obfuscation! Apple already uses these extensively in their 
 Fairplay code. Surely it isn't against the rules (yet?) to apply them to your 
 program before submitting it to the store? :P
 
 On Wed, May 26, 2010 at 11:01 PM, Ben Lippmeier b...@ouroborus.net wrote:
 
 On 27/05/2010, at 9:01 AM, Edward Kmett wrote:
  While we can all acknowledge the technical impossibility of identifying the 
  original source language of a piece of code...
 
 
 Uh,
 
 desire:tmp benl$ cat Hello.hs
 main = putStr Hello
 
 desire:tmp benl$ ghc --make Hello.hs
 
 desire:tmp benl$ strings Hello | head
 Hello
 base:GHC.Arr.STArray
 base:GHC.Arr.STArray
 base:GHC.Classes.D:Eq
 base:GHC.Classes.D:Eq
 failed to read siginfo_t
  failed:
 Warning:
 select
 buildFdSets: file descriptor out of range
 
 ...
 
 
 
 
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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread C. McCann
On Wed, May 26, 2010 at 11:01 PM, Ben Lippmeier b...@ouroborus.net wrote:
 While we can all acknowledge the technical impossibility of identifying the 
 original source language of a piece of code...


 Uh,

∀p (PieceOfCode(p) - CanIdentifySourceLanguage(p))

is clearly false, while

∃p (PieceOfCode(p) - CanIdentifySourceLanguage(p))

is clearly true.

Natural language does a rather poor job of making quantification unambiguous.

- C.
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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Brandon S. Allbery KF8NH

On May 26, 2010, at 23:23 , C. McCann wrote:
On Wed, May 26, 2010 at 11:01 PM, Ben Lippmeier b...@ouroborus.net  
wrote:
While we can all acknowledge the technical impossibility of  
identifying the original source language of a piece of code...


Uh,


∀p (PieceOfCode(p) - CanIdentifySourceLanguage(p))
is clearly false, while
∃p (PieceOfCode(p) - CanIdentifySourceLanguage(p))
is clearly true.

Natural language does a rather poor job of making quantification  
unambiguous.



If you really want to get jiggy with the corner cases, ask what counts  
as a transformation.

/bin/cat?
sed 's/a/b/g'?
sed 'y/abcdefghijklmnopqrstuvwxyz/zyxwvutsrqponmlkjihgfedcba/'?
unlit?
cpp?

--
brandon s. allbery [solaris,freebsd,perl,pugs,haskell] allb...@kf8nh.com
system administrator [openafs,heimdal,too many hats] allb...@ece.cmu.edu
electrical and computer engineering, carnegie mellon universityKF8NH




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Re: [Haskell] Re: [Haskell-cafe] Work on Video Games in Haskell

2010-05-26 Thread Brandon S. Allbery KF8NH

On May 27, 2010, at 00:20 , Brandon S. Allbery KF8NH wrote:

On May 26, 2010, at 23:23 , C. McCann wrote:
On Wed, May 26, 2010 at 11:01 PM, Ben Lippmeier  
b...@ouroborus.net wrote:
While we can all acknowledge the technical impossibility of  
identifying the original source language of a piece of code...


Uh,


∀p (PieceOfCode(p) - CanIdentifySourceLanguage(p))
is clearly false, while
∃p (PieceOfCode(p) - CanIdentifySourceLanguage(p))
is clearly true.

Natural language does a rather poor job of making quantification  
unambiguous.


If you really want to get jiggy with the corner cases, ask what  
counts as a transformation.



And the best, if obsolescent, example of all:  cfront.

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brandon s. allbery [solaris,freebsd,perl,pugs,haskell] allb...@kf8nh.com
system administrator [openafs,heimdal,too many hats] allb...@ece.cmu.edu
electrical and computer engineering, carnegie mellon universityKF8NH




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