imitate user activity / prevent automatic afk detection - android-activity

Is there a way to simulate user activity on desktop on Windows? This is the situation: A friend of mine works from his home. His company recently decided to provide their employees with a communication tool which they have to keep running in the background. Apart from its main functionality it also has a very intimidating side effect: It tracks user activity. This means that the programm monitors keystrokes and mouse movements. If a user is idle for say 5 minutes or something, an icon next to his name indicates his idle status to all other users, much similar to instant messengers like skype for example. Now while this may be useful in IM programms, we both find it a bit disturbing in a work related context, for obvious reasons.
Doing some google search only gave me shareware links or cheating tools for MMORPGs. But maybe I searched for the wrong terms. My first guess would have been to have a small process running in the background which imitates keystrokes or mouse movement in regular intervals. But maybe there is another way to deal with this. (Oh, and complaining about lack of privacy to the employer is not an option ;) Also please note that I don't want to promote laziness or question an employer's rights over his employees.)
Any comments and help appreaciated. Thanks!

There is an easy way to make cursor move in C++.
its something like:
pos.X = 10;
pos.Y = 10;
I dont know if this is the best way, but it works.
If you dont want to program your own program, Im sure there are a lot of programs on the internet. You just need to google :) .

Related

How to prevent so file hacking in so file

In my app(unity5, il2cpp build), There is a function like
"GetScore()"
Unfortunately, i found the hacked version of my app in the black market. that hacked version's "GetScore()" function always returns 100. The original return value has to be under 10.
I guess this hacked App is repackaged by using like 'il2cppDumper' and changing my return value to 100;
Is there any way to prevent this problem?
Security is always a matter of making it harder for hackers - you can never make it impossible for them to tamper.
So here are some thoughts:
Obfuscation: GetScore() gets BananaJungle() - hackers cannot find the correct function without stepping through the source code for hours (hopefully)
Validate the score on multiple spots: the function calling GetScore() should do a sanity check: "is it below 10?"
In Addition to this: You may want to ignore scores above 10 to fool the hacker he succeeded. You may lock the app after 2 hours or so.
Add a ScoreLogger somewhere that logs the history of the score, so getScore() may return values <10 but someone might just overwrite the score in code to 999999. ScoreLogger will check the score history for jumps etc.
Validate Score with total playtime (approximately)
You won't ever keep hackers from hacking your games, even if it does indeed have a backing server. Just look at all the unofficial world of warcraft servers. You can keep things relatively safe if you have a server, you keep its source code secure, and your game is meaningless without its server (think Dota 2 with no multiplayer capabilities...). Even then, you can't actually validate the player's every move, unless it's a turn based game and you actually send every move the server to be processed (this works in Hearthstone, for example, but not in WoW, hence all the anti-cheating tools). EA couldn't do it, Rockstar couldn't do it, Activision couldn't do it, even the mighty Denuvo couldn't do it, you certainly can't do it.
However, you should stop and ask yourself why you want your game to be that secure. Out of every 1000 cheaters you stop, maybe one or two would actually pay. You should put in a moderate amount of effort on security (take KYL3R's advice), simply to keep honest people honest. Dishonest people will always find a way, so don't worry about them so much that you end up wasting time on (useless) security; time you could spend on making your game better.
Oh and by the way, that's also one way to keep hackers out: frequent updates to the game. They have no life, but they don't have enough time to keep making a hacked version of every game on the market every week.

IDs in Scratch: Cloud Variables

I have a multiplayer project which has some forever loops with checking code inside of them.
The problem is, multiple computers might process this and change crabx or craby due to lag in the variables dvotes, uvotes, lvotes, or rvotes. Only one machine should change this, though.
This can be easily solved by giving each player an ID like many people do in SQL. I would just check if the ID is 1, and that would be the "operating machine". I would then do all of these checks on that one machine. It would do things a Scratch server would do if you could program it...
The problem with this is that there is no way to detect when a player leaves the game. There is no block that is called "on exit" or "on stop button pressed". How would I go about doing this? I have seen people have a button which people click to exit, but some people will not click it/not even see it.
Thanks in advance!
Option 1
I've never been especially successful with cloud data myself, but I've heard the theory on this before:
Essentially, each player gets a "counter". Their computer then constantly increases that counter. If the counter ever stops increasing (which will be detected by the other computers, who are all looking after one another), the project will know that the user has left and one of the computers will take care of removing their ID and other data.
Obviously, this is much easier said than done. (As I said, I've never gotten complex cloud data to work well for myself, but I've seen it done successfully and explained.)
Option 2
Alternatively, you might be better off taking advantage of this cloud api created by MegaApuTurkUltra. I find that stealing from others tends to be the best way of solving problems when it comes to code. ;)

Visual feedback for area learning and motion tracking in Unity

I'm getting pretty bad results with Area Learning, the localization takes very long and I have no idea what's happening. Did I map the area enough? Is there enough landmarks? Is the ADF alright? No clue.
Is there any way to provide a visual feedback while doing the actual motion tracking and area learning? I keep seeing it in Google videos but didn't find any way of doing it in the Unity SDK.
I would like something like this in my video overlay: https://youtu.be/NTZZCtmR3OY?t=10m57s
Btw my results in Unity are FAR worse than this demo, sometimes it takes minutes for the device to localize and only at a certain spot in the room, the next minute the very same spot doesn't work again. Quite frustrating. No idea what app the presenter uses, for instance, my ADF Inspector reliably crashes every time I try to load any ADF. (Using Wasat and recently I've deleted and re-installed everything.)
It is not supposed to be so. It should not be that bad, under the normal day light condition. If it is a small area, should be able to localize using ADF within 3-5 seconds. The video showed the usual case -- always like this.
If your kernel is up to date, and you are using the correct development kit. I would recommend you to reach the tango team customer service directly.
tango-help#google.com
Perhaps it is caused by your device defective. If so, ask for an exchange would solve the problem.

How can I mute my balloon tips?

I have a script that uses Balloon Tips to alert users to progress. However, by default balloon tips make an annoying noise. In a perfect world I would be able to set my balloon tips to be silent, while leaving any other alerts to behave in the normal way. But I don't see anything along the lines of $balloontip.balloonTipMute=$true.
My second thought was to mute the machine for the duration of my test, and I found this thread that seems to be what I want. However, the Core Audio API approach Alexandre mentions is not working for me, and the simple SendKeys approach doesn't work if the machine is already muted, as in that case I turn sound on right before proceeding to annoy the snot out of the user.
So, starting from the bottom, is there a way in PowerShell to see if audio is already muted, so I can toggle only if needed? Or, can someone verify that the Core Audio API approach really should work from Windows 7 on, and I need to start looking for a mistake? Or best yet, is there a secret sauce that makes Balloon Tips silent?

Prefetching some data when the App is in the background

I know quite a few questions have been asked around this topic; however, am penning this as they don't seem to specifically answer my question, & some don't have any correct answer listed.
What I want to do in my iPhone App
Fetch some data when the App is not running (basically, it's a prefetch, so as to quicken it when the user uses the App the next time). What's the best way to do this?
Some Potential Solutions
Those that I could think of & some from Stackoverflow & such resources:
Possibility 1 : Fetch the data at a specific time of the day (maybe after midnight ?). Am not seeing 'clearly' how to do this if this this possible in the first place. Some suggest using a NSTimer -> but the timer is put off when the application is suspended, right?
Possibility 2 : Using local notification (?) But I see that Apple's documentation specifically mentioning that notification is to be used to convey something to the user & so this would defy Apple's doc then, right?
Possibility 3 : Through applicationDidEnterBackground -> beginBackgroundTaskWithExpirationHandler . This wouldn't run the fetch at a specific time of the day though. However, it might serve its purpose of 'pre'-fetching. Is this better than the other two?
Any thoughts please?
as you already know that none of the option you have presented are not going to work with ios and user can always close the background applications anyway so I would suggest that it'd be a good idea to fetch the data for next calendar day whenever the app is running.
As samfisher is saying none of your specs. fit with the Apple active background requirements. The only thing that I can suggest you is to use the beginBackgroundTaskWithExpirationHandler I understand that is a "post fetching" instead of prefetching but I guess is the only way.
The other way, but is a little bit trickier, is masquerade your prefetching with some sort of geolocation, in this way you could opt for an active background. This involve a lot of aspects such as:
Appstore rejection
Battery consumption
There are plenty of app on the appstore that use this trick, I can remember one that calculate data traffic.