Licence Bakery

The bakery assembles the required metadata for ordering a Tinman 3D SDK licence.

For details on the various licence types, please refer to Licencing and Pricing.

Using the bakery is the recommended way to initiate an order process, because you do not have to worry about getting the licence metadata right.
screenshot
Figure 1. Licence Bakery

Licence Metadata

You can assemble licence metadata in different ways:

  1. Input the metadata information manually:
    User name
    Domain name
    Product name
    Company name
    Copyright notice

  2. Read metadata from the current computer login:
    Read from computer login

  3. Read metadata from from a an application / a process running on the machine:
    Read from running process

  4. Read metadata from an executable file (DLL / EXE) or a licence request file:
    Read from file…​ (EXE, DLL, JSON)
    Drag EXE, DLL, JSON here

Order Process

Once the licence metadata is complete, you can initiate an order process by clicking on one of the Buy…​ buttons.

This will take you to the checkout confirmation dialog, where you can see the exact licence metadata that will be used for the order.

Now click Go to checkout…​ and you will be taken to the checkout page on the online shop, where you can finish the order process.

checkout
Figure 2. Licence Bakery - Order Process

Licence Request

If you only want to assemble licence metadata but do not wish to place an order, you can generate licence request files.

The requests will be based on the metadata you have provided.

licence request
Figure 3. Licence Bakery - Licence Requests

Licence Key Setup

To generate a source code fragment that generates a licence key string value at runtime, input the licence key into the LicKey field and press and of the Source Code…​ buttons. The generated source code fragment will then be copied to the system clipboard.

Example source code fragment C#
// Tinman 3D licence key:
// CIk!6Dh6Ui;lSE+Z{{jx7$Y~8,#TSt~o%CK#(e,F#O9.d;fGc+bU35%HVl;[.+s#@h.bo1~{riL.4|UreHfeuac}5ZV~DBocxU}@
{
  sbyte[] licenceKeyData;

  licenceKeyData = new sbyte[146];
  licenceKeyData[0] = 120;
  licenceKeyData[1] = (sbyte) (licenceKeyData[0] ^ -94);
  licenceKeyData[2] = (sbyte) (licenceKeyData[1] + 43);
  ...
  licenceKeyData[143] = (sbyte) (licenceKeyData[142] ^ 76);
  licenceKeyData[144] = (sbyte) (licenceKeyData[143] ^ -9);
  licenceKeyData[145] = (sbyte) (licenceKeyData[144] + 96);

  licenceKey = global::Tinman.Core.StringUtil.BinaryDecode(licenceKeyData);
}
Example source code fragment C++
// Tinman 3D licence key:
// CIk!6Dh6Ui;lSE+Z{{jx7$Y~8,#TSt~o%CK#(e,F#O9.d;fGc+bU35%HVl;[.+s#@h.bo1~{riL.4|UreHfeuac}5ZV~DBocxU}@
{
  CodeX::Array<int8> licenceKeyData(146);

  licenceKeyData[0] = 120;
  licenceKeyData[1] = static_cast<CodeX::int8> (licenceKeyData[0] ^ -94);
  licenceKeyData[2] = static_cast<CodeX::int8> (licenceKeyData[1] + 43);
  ...
  licenceKeyData[143] = static_cast<CodeX::int8> (licenceKeyData[142] ^ 76);
  licenceKeyData[144] = static_cast<CodeX::int8> (licenceKeyData[143] ^ -9);
  licenceKeyData[145] = static_cast<CodeX::int8> (licenceKeyData[144] + 96);

  licenceKey = ::Tinman::Core::StringUtil::BinaryDecode(licenceKeyData);
}