I need to download some video lessons from a Hotmart course, but some modules of that course haven't been "released" yet due to a countdown on the page. I wanted to know if there is any way to break this timer and have access to the video code so that I can download it later on youtube-dl.
I'm not a programmer so I haven't tried anything and I haven't even found a solution for this due to not knowing how to specifically research this. I think it has something to do with Javascript.
Related
I've an application witch update execute commands on a database. I've a function witch execute that commands and in the in this function I display some messages to the user.
My problem is that the texts written into the textEdit are displayed at the end of the function work.
I've tried to use QThread but it does'nt resolve the problem
this->moveToThread(&threadText);
connect(&threadText, SIGNAL(started()), this, SLOT(writeTexte()));
threadText.start();
Does anyone have an idea how to proceed to write into textEdit and not block the UI ?
In Qt you never need threads in standard UI applications! That is because Qt uses something called event loops that process events smoothly without ever blocking. If you experience blocking, that is a sign that you have a bug somewhere in your code. For any beginner there are some pitfalls. The official documentation on the subject is quite good.
It is hard to tell what your exact bug is because there is littel code to look at. I suggest you post more of your code, especially the naive approach that did not work before you added threads to the mix.
On a side note, using threads in Qt is of course possible and has it's usages, however it can be un-intuitive. I have found this article to be a really good starting point to understand how threads is used best in Qt.
First: I am not a c coder myself, but I have an idea and made some research.
Before going through errands trying to find a coder for this, I would like to ask people with experience on the subject if it's even possible.
Detect if the desktop wallpaper has been changed. (note: I am not asking to get the actual file, only for a way to check change has occurred)
use key observer or poll desktopImageURLForScreen (will this even give the current path in sandboxed mode?)
I also found this, but it does not seem to work
Notification when desktop wallpaper changes?
Does anybody else now of ways to accomplish this ? Preferably in a sandboxed way.
I have an image application and I want to release it where unregistered users can view the files but cant save until they've registered.
I'm looking for a way to prevent the user from using the built in screenshot functionality so I don't have to watermark the images. How might I accomplish this?
-- Edit Below --
I decided to watermark the images. I had been trying to avoid watermarking since the images are stereoscopic but I'm rather happy about how the watermark looks now. I put a logo in the corner and offset it enough on each image so it appears in the foreground.
Whether people agree with it in practice or not, my question is still valid. Apple's DVD Player hides the video in its screenshots, which doesn't altogether stop the user from taking screenshots but accomplishes my original goal.
I would still very much like to know how to do this. (the DVD player way)
Based on a symbols search through DVD Player, it likely uses the private API CGSSetWindowCaptureExcludeShape. Richard Heard has been kind enough to reverse engineer it and wrap it for easy use.
Being private, it may stop working (or have already stopped working) at any time.
But ultimately the answer to your question is "yes, but not in any publicly documented way". Some other takeaways from this lengthy thread are:
Asking this question inevitably excites a lot of myopic moral outrage.
Given there's no public method, reverse engineering DVD Player is a useful path to pursue.
A request to Apple DTS might be the only reliable method to find an answer.
DVD Player does this (the user can still take the screenshot, but the player window doesn't appear in it), so I'm sure there's a way. Maybe setting the window's sharing type to NSWindowSharingNone?
One option that is very user hostile is to change the folder in which screen captures are stored to a /dev/null style directory by changing the com.apple.screencapture setting.
A huge downside of this is that you might mess up the users settings and not being able to restore them if the exit from your application isn't clean.
Another option is to keep track of what files that are created in the screen capture location, see if they match the pattern for name and then remove them.
This method is still quite hostile though.
I also investigated if it was possibility to kill the process that handle the screen capture, unfortunately the process that handles it, SystemUIServer just reboots after being killed.
SystemUIServer seems to refuse taking screenshots if DVD Player currently is playing a DVD. I have no idea how the DVD playback detection works though, but it might be a lead to prevent screenshots.
Links
Technical details about Screenshots in Mac OS X
com.apple.screencapture details
ScreenCapture.strings - List of error messages from ScreenCapture
Disclaimer before people start ranting: I have a legit reason to solve this problem, but won't use the com.apple.screencapture -> /dev/null method due to it's downsides.
You could try to run your application fullscreen and then capture all the keystrokes. But please listen to siride.
No; that's a system feature.
I want to develop an application for Mac OS X to record audio from one application.
I played around with Soundflower, but it only grabs the full system audio.
I know that I have to use a HAL plug-in. This plug-in is loaded from an application that uses Core Audio and then I can communicate with the plug-in to grab the audio.
My question is: How does such a plug-in look like? Are there examples on the internet? I have not found anything about this topic.
Now that you've decided that using Cocoa injection is a feasible solution to your problem, let's start there.
What you need to do is find out how the ObjC classes in the app are setting up to play audio, and hook in to set a different AU in place of the default system out.
There are two options (besides writing your own custom AU from scratch, which you don't need to do). You can use AUHAL as the AU, and capture the data from AUHAL. This is a bit easier from the point of view of hooking things up, but it means you have to write the code that renderers and saves the audio. Or you can just hook in a save-to-file AU, which is a bit harder to hook up, but once you do it takes care of rendering automatically.
So, how do you hook things in? Well, most of the higher-level CA calls are written to just write to the current output. If the app is doing things that way, you just need to hook in at startup to find your replacement AU and set it as the current output, in place of the default. On the other hand, if the app is writing directly to an AU that it stores in a variable, you have to hook it to store your AU as a variable. And if it's building a graph of AUs, you either replace the default output, or stick yours in front of it, in the graph.
See TN2091 for some sample code fragments for most of the hard parts for most of the possibilities. It doesn't show you how to put them together, and it's got a lot more about setting inputs than outputs (because that's harder), and the terminology can get confusing, but if you read it carefully, you should be able to find the parts you need.
If you haven't yet built a simple AU host and AU plugin before, you really should take the time to work through the whole Audio Unit Development Fundamentals guide. (And if you don't think you really need to know all that to do something simple, you're wrong. Why CoreAudio is Hard explains half of the reason; the changes between OS X versions versions are the other half of the reason.)
You probably also want to look at CocoaDev's CoreAudioAndAudioUnitsTutorial page for a placeholder page for a complete tutorial that nobody's ever written, with links to a lot of useful stuff.
Meanwhile, if injecting the whole MTCoreAudio framework into the app is feasible, it comes with a ton of nice, complete samples. In fact, even if you aren't going to use the framework, it's worth reading the Overview documentation, and possibly the source code.
We're in process of developing a desktop application which needs to record user's screen once he clicks a button. I read a tutorial about Adobe AIR, which says it is easy to do with AIR: http://www.adobe.com/devnet/air/flex/articles/air_screenrecording.html
But our preference is Titanium as we've explored it a little bit. So I want to know is that even possible? If yes, how can we get started with?
There's also an interesting solution which uses Java applet for recording, as demonstrated here: http://www.screencast-o-matic.com/create?step=info&sid=default&itype=choose
But again, we're not sure about JAVA and would like to know how can it be done? or if its even possible to run a JAVA applet in Titanium?
When you say "record screen", I'm assuming you mean video. Correct?
The only way to do this in Titanium Desktop right now is to take a bunch of screenshots and string them together (encoding would probably need to be done server-side).
Depending on how long your videos need to be, this probably won't work for you. I'm also not confident in how quickly you could capture screenshots, and if it would have a high enough frame rate to be usable.
Past that, a module could be developed for Desktop to support some native APIs to record video. That's not something I see on the horizon, though.
I hope this helps, albiet a rather dismal answer. -Dawson