Preventing screen grab within Delphi [duplicate] - delphi

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How can I prevent users from taking screenshots of my application window?
So far I have be able to stop the Prt Sc key press and able to clear the clipboard so that my application cannot be screen grab.
However as a test I tried used Corel PaintShop pro and an option it has is to import screen capture which is very different from screen grabbing using the clipboard and as I suspected my application did not stop this.
So I have found the following code at this site : http://www.bitwisemag.com/copy/delphi/delphi1.html
This uses a different way of grabbing what is on screen and I presume that Corels method is similar to this. Is there anyway of this method of screen grabbing from being used on my application.
Greg Hewgill - Cheers for this - I will read this post
to get a screenshot on Windows is trivial, eg GetWindowDC(NULL). The only way I can think of is similar to this answer: stackoverflow.com/questions/455623/… – Nick
Nick looks like the same post that Greg has mentioned - however cheers for your response
Why go to this trouble? People nowadays can simply take a photo with their phone and send that around? – Marjan Venema
That may be true Marjan but I am trying to stop spyware programs from click logging if that makes the matter clearer.

The only way I can think of is to use DirectX. When certain apps such as DVD players write to the screen using DirectX, Windows sees a black (not quite black, but close) rectangle where the video shows. Attemps to use PrintScr or GetWindowDC() return that black rectangle. High-end screen capture apps like Snag-It can use DirectX to render the image properly, but this would be a 99% solution for you, and as others have said, users can always take a photo anyway.

Related

Can I make a docked playlist in vlc NOT dominate the window?

I'd like to be able to view my playlist in vlc in a manner where it is non-obtrusive. Currently it looks something like this:
My desire is kind of the opposite - have the actual video playing take up the majority of the screen and have the playlist unobtrusively off to the side (actually in reality I would probably be happy with an undocked playlist except for this bug.
I'm aware there is a hidden resizer between the video and the media sources thing, but in the image shown I cannot resize the video portion any larger than that.
I know this is a late response, but if anyone else is looking for an answer to this problem like I was, I'd like to spare them the headache of searching any further than necessary for it.
Juidging by this post on VideoLAN's forum made by the site administrator (Jean-Baptiste Kempf), this seems to be working as intended.
Yes, there is no way to have that mode. Either it's two windows, or you just have the preview instead of the thumbnail.
(my emphasis)
This is, in my opinion, a silly limitation/feature to have.
EDIT 2019:
It seems to now be possible to achieve what the OP wants. Just drag the top part of the video up and the navigation will get hidden, you'll see a vertical resize icon replacing the pointer icon when you hover over the line between the navigation and the video. This at least works on my version of VLC (Version 3.0.7.1) on Windows 10
I don't know when this was implemented but I'd feel very silly if I didn't try this before originally posting this answer.

iOS programmatically capture image

This is more of a theoretical question. I'm fairly new to iOS programming so haven't nailed fully the terms to use in scenarios like this. I've been asked to create an application where I need to fire an event to capture an image programmatically. The application will be in the foreground, and will have the requisite permissions to use the camera. I've been unlucky with my searches so far - likely because I haven't termed them correctly.
My question is this; Given an application with a camera view, set up to capture images - is it possible for me to fire an event within said app to capture the image, without a button necessarily being pressed? If so, how would I go about finding documentation to guide me through?
In an ideal world, I'm hoping for something as simple as cameraObject.capture() or something of that ilk - but an ideal world is a rarity!
Thanks in advance!

IOS Orientation fix doesn't work all the time

I am developping a swipe gallery for mobile devices. Users can change images by sliding the screen, as any normal images gallery in most iPhone app.
Here is a demo:
http://daviddarx.com/stuffs/work/custom/swip/
To debug the iOS orientation bug (which let the content zoomed when you change the orientation), I used the only library that correct that:
http://scottjehl.github.com/iOS-Orientationchange-Fix/
Unfortunately, this library is working perfectly most of the time, but it happens to fail and not work correctly. This happen around 1 time on 10 times, and the result is then the same as if the library wasn't here.
This is not a huge problem on most of the mobile and responsive website, as the user can manually dezoom and then get back to the normal display.
But the problem here is that I had to disable the zoom function, to make my system work correctly. So, when the bug happen, once on 10 times, the gallery is then just bugged and stay like that....
So, here are my questions:
-do you know any other library that manage that bug fix, and is 100% completely reliable?
-if not, do you know a way to correct the used library to get a 100% support rate?
-if not, do you have any idea or solution for me?
Thank you in advance for your help!
David
There's an outstanding pull request on Scott Jehl's repo that uses slope detection instead of absolute values which seems to not suffer from the intermittent-ness of the original solution.
https://github.com/PeterWooster/iOS-Orientationchange-Fix/

iPad Music app like interface

I'm making internet radio app for iPad and I was wondering if there are standard or custom implementations of iPad Music app-like interface. I mean thumbnails of albums and when you tap on a thumbnail - cover animation and presenting another controller. Is there something for that? Thanks a lot
Nope. There are bits and pieces of code that don't really work (those are all separate links), but they're a good start for getting something like coverflow working.
Also, you might want to try showing examples of what you have already found in your searching, or any code/UI you've already implemented. Most people on SO are happy to help, but don't take well to 'I haven't put any effort into this yet, please show me all the code I need for my project'. Even if you have put effort in, if you post a 2 sentence question with no demonstrable work, people will assume the worst. Best of luck.

iPad Limitations on Canvas Tag; Webpage Crashses on Canvas Tag Animation

Does anyone know if the iPad has any limitations on the canvas tag?
Currently I'm working on a creative that uses a flipbook and audio tag combination to simulate inline video content. The animations are drawn to the canvas element and synced with the audio content being played. There are 4 short video clips that get played when someone clicks on the four buttons below.
http://cs.sandbox.millennialmedia.com/~tkirchner/rich/K/kungfupanda2_test/
The problem I'm having though is in iPad. After playing a few animations, mobile safari just suddenly crashes. It never happens when I play it on my iPhone but it happens every time on the iPad. Its not one particular animation either because if I click a different combination of buttons, the previous clip that it crashed on plays fine, and then it decides to crash on another clip.
I think the problem might have to do with the amount of memory Safari gives individual page views. I found a blog post that explains that problem pretty well.
http://roblaplaca.com/blog/2010/05/05/ipad-safari-image-limit-workaround/
According to that post, once mobile Safari reaches a particular threshold of memory, images begin to return blank. This is consistant with my finds so far. The iPad that I'm testing this all on is running iOS 3.2.1 (and before anyone tells me that I should just explain to my boss that nobody uses 3.X anymore, I tried... they still want me to investigate this). I borrowed a co-workers iPad running iOS 4.2.1 and that device didn't crash, but some of the images weren't being drawn to the canvas.
I'm pretty sure its a problem with the canvas tag too, because I tried experimenting with running the animation without drawing anything to the canvas element, and the page never crashed.
Thats why I think maybe its a limitation with Safari's support of the canvas tag. Of course, I'm open to anybody else's suggestions.
Feels kinda weird answering my own question again, buuuut I figured if anyone did a search on this kind of question, an answer would be helpful.
I believe my original hypothesis was correct. The total amount of images that the aniamtions were using was around 600+. I think the older iPad loaded as many as it could and then when it ran out of cache and the canvas tag was trying to draw images that weren't really there anymore, it crashed.
Eventually we ended up serving the ad to devices with iOS 4.2 and higher, since the problem didn't seem to occur on those newer devices. Plus, we compressed the image sizes further, so that helped reduce the amount of images we were storing into memory.
If anybody knows approximately what the cache threshold in iOS 4.2 or higher browsers are, I'd appreciate it if you commented. Just want to get an idea of how many KB of image data I can safely load.

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