Wednesday, July 13, 2011

Vodaphone Hack

If you follow mobile phone security (or haven't been on vacation), you've read about THC's Vodaphone hack by now. Although I shouldn't be surprised, it continually astounds me how companies make such poor security design decisions. Of course, then I realize that this was not a design decision as no security expert could have been consulted on this design. Perhaps Vodaphone rushed the product to market.

Having watched a Fortune 500 company, which believed in security, lift its internal process to begin to match the onslaught of outside hacking, I can tell from the outside that Vodaphone has little or no internal security process. Despite any rhetoric and PR, they do not care about security, their customers or quite frankly their shareholders.

Security is complicated and it takes trained professionals to ensure a product's security and safety. However, this type of problem could have been prevented easily - who stores an administrator password inside their systems and distributes them to customers?!

I can't believe we have to close our eyes, hold our noses, cross our legs and hope these companies know what their doing. I always had philosophical problem with the White and Grey hackers who published their attacks. However, very few folks have the talent or knowledge to understand the complete and utter lack of security inherent in their consumer devices. Someone has to watch out for us.

Aarrgh!


UPDATE:

THC's Wiki for tracking this project can be found here.

Wednesday, February 2, 2011

Basic Programming 101: Session IV

For-Loop and Counting


The for-loop construct allows us control specific execution of a programs actions. It says: "do this for this many times." The program can count up, count down, count by fractions, whole numbers or whichever scalar value we choose. Recursion, although powerful, may have resource limitations (every function call takes memory). If the algorithm doesn't require "state" or memory, a for-loop does nicely.
We have two examples here, a very short program that shows the for-loop and a second program that graphs functions.
For-Loop
10 REM Simple for-loop prints nums 1..10
20 for i = 1 to 10
30 print i
40 next i
Function Grapher
In this next example, we build a function graphing program that steps through a range of values and plots each of the points. We could do this in whole number steps, but the plotted functions may not appear continuous; they'll look more like points than connected curves/lines. The finer the grain of step, the more likely the function appears continuous.
Lines 10 & 100 set up some constants and open a graphics window of the appropriate size. In this case, we keep two constants which represent the center of our graphics screen.
10 xc = 250 : yc = 200
100 graphics window 25,25,xc*2,yc*2
Next, Line 110 contains our for-loop. It has a range of [-250..250] and granularity (step) of 1/10. You might need to make this finer (smaller) depending upon the kind of function you have. In this case, it could be step 1, because the function is a simple line.
110 for t = -250 to 250 step 0.1
Lines 120 and 130 contain the function. We set variables x and y to t. This will graph the line y=x. You might wonder why we didn't just make x the for-loop variable ("for x = -250 to 250"). There's a good reason for this, I will explain below.
120 x = t
130 y = t
Line 140 does our work: set a point at . Not really because we have xc and yc in the calculations. Remember, is the center of the graphics window (the size of the window is 2*xc, 2*yc). Also, note that we subtract y from yc instead of add. That's because graphics windows are upside-down when compared to Euclidean graphs, which have positive Y going up the page. Computer graphics windows have positive Y going down the page and the origin (0,0) in the upper-left corner, a natural consequence of the way information is displayed on a computer's screen.
140 graphics pset xc+x,yc-y
Finally, we close the for-loop in Line 150 and, as I like to be disciplined in my coding, Line 160 ends the program. This line is not strictly needed, but if we ever implement a subroutine, you would want the program to end here, so make it a habit.
150 next t
160 end
Why is X not the loop variable?
We could have made x the loop variable, but didn't. Why? Because, not every equation to be plotted has only one value of y for every x. What does that mean? Consider the equation y^2 = x. This is a parabola, but tilted on its side 90 degrees. In all but one case, there are two values of y that satisfy any particular x. If x = 4, y = 2 or -2. To plot this equation, use y = t and x = t^2.
Making a circle would be a challenge, since the equation for a circle is x^2 + y^2 = r^2. Fortunately, BASIC, like all good programming languages, provides a math library to assist us. Some of you may not have had trigonometry, yet, but there are well known functions from trig that address this problem: sine and cosine. In BASIC, these are sin and cos. They take an angle and return the Y or X value appropriate for that angle. In fact, cos(t)^2 + sin(t)^2 = 1 for every angle t. The math library uses radians, instead of degrees.
To plot a circle, use x = 100*cos(t) and y = 100*sin(t). This paints a circle with radius 100. If you want an oval, change the constant (100) in either or both of the equations.
In fact, playing around with programs is a great way to understand how they work. Feel free to play with this code and see what types of shapes and patterns you can draw. I've included some of the interesting ones I've found below. Use the comments section to add your own and tell us what it makes.
Infinity: [-250..250],1/10,x=110*cos(t),y=100*sin(t)*cos(t)
Spiral: [0..250],1/1000,x=t^2*cos(t)/2,y=t^2*sin(t)/2


Tuesday, February 1, 2011

Basic Programming 101: Session III

Recursion

Recursion, one of the great and subtle features of mathematics and programming, means to define a function or procedure using itself. Classic examples include factorial and the fibonacci sequence. Fibonacci has real world parallels (with leaf and population growth) and even touches upon fundamental mathematical constants. All from one little self-defined function.

In this program, we display levels of triangles and play sounds when each triangle is drawn. The program asks the user to input the number of triangle levels, then, using two recursion steps (one for each level, one within a level), it draws the triangles. At no time does it track how many triangles it needs to draw, it only checks to see if it reached the end of the levels and the end of a row. The frequency of the sound played scales linearly with the number of levels while the duration of the sound falls (shortens) with the square of the levels. That's because the area of a triangle is proportional to the square of its height (or side).

First, we set up some variables. These determine the size of a border region on the graphics window (bd) and the height and width of the drawable region on that window (py, px).

10 bd = 10
20 py = 433
30 px = 500


Next, we ask the user for number of levels to display and compute the delta width and height, which becomes the width and height of the triangles (dx, dy). We also compute the sound frequency (frq) and the duration of the sound (dur). If the duration is less than 1/20 of a second, it won't play, so we make sure its at least that duration.

100 input "How many levels of triangles would you like? ",levels
110 dx = px/levels
120 dy = py/levels
130 frq = 110+110*levels
140 dur = 1/levels/levels
150 if (dur < .05) then dur = .05

Open the graphics window and be sure to include a border around it. Call our draw_triangle recursion routine with the point at which it is to start displaying the triangles and pass the number of levels to draw and an indicator to draw multiple levels. The point we pass is the lower left corner of the triangles - the recursive routine computes its drawing from the bottom up.

160 graphics window 25,25,px+2*bd,py+2*bd
170 draw_triangle(bd,py+bd,levels,1)
180 end

Here we have the routine that does the heavy lifting. It takes the lower left point, the current level and a boolean variable indicating whether we should draw sub levels (levels above this level). If is_full is ZERO, we only draw this level of triangles. Line 1010 tells us to stop if we have fewer than ONE level to draw. Line 1020 tells us if is_level is not ZERO, to draw the next level of triangles (level-1), and make sure it's a half triangle width to the right and a full triangle higher on the screen.

1000 sub draw_triangle(x,y,level,is_full)
1010 if (level < 1) then return
1020 if (is_full <> 0) then draw_triangle(x+dx/2,y-dy,level-1,is_full)

Here we draw the actual triangle then play a sound. Note the points on the triangle are computed from dx and dy.

1030 graphics triangle x,y,x+dx,y,x+dx/2,y-dy
1035 sound frq,dur,10


Finally, our second recursion step draws the remaining triangles for this row. Notice how is_full will be ZERO, so none of the triangles drawn from this call will hit the lower levels. That's OK, we already took care of that above. Also, note that we are drawing the row with this call, so the point we pass is one triangle to the right and on the same line. Remember to decrement level by one when we make the call.

1040 draw_triangle(x+dx,y,level-1,0)
1050 end sub

Wednesday, January 19, 2011

Basic Programming 101: Session II

All About Looping

Writing a computer program that calculates Factorial and prints the result tells you almost everything you'll ever need to know about programming computers. Factorial requires an if statement (should I stop at 0! or keep going and calculate N*(N-1)!), it requires an input statement (Factorial of what number) and an output statement (print the result).

This example calculates Factorial two separate ways. It's the same calculation and produces the same result, although each method uses a different technique: (1) for loop and (2) recursion.

For Loop

In this first part, we use a "for loop", which iterates over the numbers from 1 to N, multiplying them all together to get the answer N! = N * (N-1) * ... * 3 * 2 * 1.

10 input "Give me a number? ",a
20 gosub 2000
30 print "Looping: ";str$(a);"! = ";f
50 end
2000 f = 1
2010 for i = 1 to a
2020 f = f*i
2030 next i
2040 return

Line 20 (gosub 2000), jumps to 2000, sets 'f' equal to 1, and then line 2010 runs through all the numbers from 1 to 'a', finding their product and storing the value in 'f'. Line 2040 returns from the subroutine (back to line 30). Notice line 30 prints the resulting product, which is stored in 'f'.

The for loop is located on lines 2010, 2020 and 2030. Those lines do all of the work to compute Factorial.

Recursion

The second method to compute Factorial uses recursion. In this case, we take advantage of the fact that N! = N * (N-1)!. Rather than loop explicitly, we create a subroutine (in this case a special kind of subroutine known as a function) which calculates Factorial using itself.

3000 sub factorial(n)
3010 if (n < 1) then
3020 factorial = 1
3030 else
3040 factorial = n*factorial(n-1)
3050 endif
3060 end sub

Line 3000 starts the function by naming it ("factorial") and telling the computer it takes one variable ('n'). Line 3010 is the "if statement", it makes sure the recursion doesn't go on forever. In this case, we stop if 'n' is ever less than 1. If 'n' is not less than 1, line 3040 tells the computer to calculate the factorial of 'n' by multiplying n and the result of factorial(n-1); just like the mathematical definition. Line 3060 ends the subroutine. The value to be returned is stored in a variable 'factorial', the same name as the function.

One last item, the subroutine needs to be called:

40 print "Recursion: ";str$(a);"! = ";factorial(a)

Run the program to get the following:

Give me a number? 6
Looping: 6! = 720
Recursion: 6! = 720

Same result, two different methods, one using a for-loop and the other using a subroutine and recursion.

Wednesday, January 12, 2011

Basic Programming 101: Session I

Let's write two programs: sum two numbers and hello, world.

Summing two numbers in BASIC

10 input a
20 input b
30 print a+b

Run that and the computer asks for two numbers and prints their sum. However, it's not very informative because the "? " doesn't really tell you what the computer wants. Try adding the following line then run it:

5 print "Give me a number";

That's better, but it still isn't quite there. Try one more change:

20 input "Give me another number? ", b
30 print "The sum of your two numbers is " (a+b)

That's it. Two questions with explicit instructions and an informative answer. Here's the whole program (list):

5 print "Give me a number";
10 input a
20 input "Give me another number? ",b
30 print "The sum of your two numbers is "(a+b)

Save that and clear out the old program (del 1-), so we can write hello world.

Hello, world!

Run the following:

10 input "What is your name? ", name$
20 print "Hello, " name$

Notice how this program, like the other one, displays everything on the console.

Now, add these lines and run again:

30 greeting$ = "Hello, " + name$
50 graphics window 100,100,400,200
60 graphics 0
70 graphics moveto 10,100
80 graphics drawtext greeting$

It took a little more work, but this displays your text in a graphics window.

Finally, for the coup de grace, add this line and run it.

90 say greeting$

Remember to save your work!

Basic Programming 101: Prelude

A long time ago, more years than I care to remember, I learned to write my first program in BASIC, not Visual Basic, but real, honest to goodness, HP 3000 series BASIC. A few years later I graduated to a TRS-80 with 4K of memory and a lousy tape recorder for program storage that never worked. I had to write my programs from memory.

What a great environment! Easy to use, all of the principles of good software development were possible (and sometimes necessary).

Recently, I started teaching my son (13) how to program and figured I'd show him a more useful and modern language: Java. Ugh. He got it, but it takes forever. Try doing a proper coding for a program that takes in two numbers and prints their sum or the classic "hello, world!". Forget it. I started thinking about what might be the best programming language to start off kids (or perhaps anybody). C? Perl? Javasript? XHTML? Ruby (on rails)? Lisp?

What would you want your first experience with programming to feel like? The language should be powerful enough to do interesting things, yet simple enough that it doesn't get in the way of a beginner. It should fail informatively and be forgiving. It doesn't need to support a server farm or the support of a server farm. It needn't be able to run 3D vector calculations on a graphics card.

It ought to inspire confidence to go deeper.

Anyone who has coded for fun or for a living, that truly loves programming and can make computers sing or fly or run, knows how amazing the rush of coding a really great project feels. How to inspire that rush in kids? Airline pilots use flight simulators, little kids play with squishy balls and bats, small bikes have training wheels.

And beginning programmers use BASIC.

Check out Ron Nicholson's Chipmunk BASIC for the Mac. Great stuff. I'm using it for a beginning programming class for 7th and 8th graders.

Monday, January 3, 2011

Some Maze Programs

This one suggests how to generate on the screen and walk through it in real time:


This one generates the maze in a really cool fashion with doubly linked lists:


Can they be combined into one program to let the kiddies surf through a generated maze?