I'm writing an iPhone App that allows people to share images that may be copyrighted(not illegally). The issue I am having is that I'm looking for a way to work around the screen capturing. Is there any possible way you can disable screen capturing or possibly distort the image in some way so capturing will be useless, maybe even block the images when a screen capture is trying to be taken?
That is impossible because it is embedded in iOS itself. Maybe some private APIs, but then there is no app store for your app.
Watermarking the images may be a good half-way solution.
iOS screen capture does not support capturing everything. It does not capture OpenGL or YouTube for example. So if you can manage to implement showing images using OpenGL instead of the simple way using UIKit they would not show up on a screen shot.
Related
We are planning to use After Effects video as our banner / hero image as our animation sequence is a bit complex. However, when we've seen examples of websites using this technique, the iPhone / mobile versions are static.
Is there a way to make the video backgrounds work on iPhone also? What are the possible workarounds?
We're thinking that we can use the full video animation on desktop and then have a shorter GIF version for mobile (it's still animating).
Or are there other ways to achieve this?
There are many ways to achieve the sort of effect you're after.
If a very low frame rate is acceptable, using a GIF or sequence of static images with transitions may be good enough.
If the areas of movement are not huge, you can use spritesheet animation. You might even be able to present video for the whole screen if it isn't too long. You can letterbox the video or present it in low resolution scaled up to reduce the size of the spritesheet needed.
You can use a combination of panning backgrounds and moving sprites to create a dynamic video background. Particle effects, lighting effects, all the things the GPU does in real time games can be applied to make the menu background look like video.
In theory you might be able to port OpenH264 to your target platforms and play video natively, but that's probably beyond the scope of what you want to do.
You can't use HTML5 video for that with mobile Safari as playback of inline video is prohibited on iPhone. You could do it on Chrome for Android but playback would require a valid user interaction to start (touchstrart).
You are left with either JavaScript/CSS animations or like you mentioned animated images. APNG may provide a better alternative that GIF on iOS.
I have seen other solutions but none provide a decent user experience - a static image may not be a bad idea if you do not want to spend too much time on it.
Note: if you are building an App you can play inline video on iPhone. The restriction is only for mobile Safari.
I have searched everywhere and tried mixing and matching different bits of code but I haven't found anything that works or anyone with the same question.
Basically I want to be able to create video demos of iPhone apps that include standard UIKit elements and also the image coming from the camera (video preview layer). I don't want to use airPlay or iOS simulator to project onto the desktop then capture because I want to be able to make videos outside in public. I have successfully been able to video capture the screen with this code but with the video preview layer being blank. I read that its because its using openGL and what I'm capturing is from the CPU, not the GPU. I have successfully used GPUImage from Brad Larson to capture the video preview layer but it doesn't capture the rest of the UIView. I have seen code that combines both and converts to an image but I'm not sure if that would be too slow for realtime video capture. Can someone point me in the right direction?
It might not be the cleanest solution, but it will work nonetheless: did you consider jailbreaking? I hope Apple does sue me for this one but if you really want to record your screen then simply install a screen recorder. Enough options can be found: http://www.google.be/search?q=iphone+jailbreak+record+screen
And if you don't like it: recover your phone for a previous backup.
(for the record: I'm against jailbreaking and posting this from a productivity point of view)
I'm sorry if this is already answered...
All I need is how to fire up the rear facing camera and display it in an image view...no taking pictures, no accessing the photo library, just turning on the camera...simple.
I believe AVCapture is the thing to use, but anything I look into goes way deep than I need and I'm just not that smart. Any help is appreciated.
THANKS!
The AVCam sample from Apple is the best place to start. Be warned that the seemingly simple task of displaying a live video preview from the camera is non-trivial.
I want to make a screen recorder with iphone.
Is it possible to do that?
If yes how can i implement a screen recorder with xcode, anybody can help me.
I know how to implement(i mean the logic),that is add pictures to a video file in a regular interval.but how can i do this with iphone sdk
Help me...
Assuming you mean a standard iPhone which is not jailbroken:
No, you can't. You could write an app that captured images of its own display when running, but you can't capture the screen in general (e.g. the home screen, or other apps' screens). It's not the sort of software Apple would allow, even if you found a way to hack around it (which I imagine wouldn't be possible).
What about this? It seems to indicate that video screen capture and saving (using the UIGetScreenImage function) is now allowed by Apple.
http://www.tuaw.com/2009/12/15/apple-relents-and-is-now-allowing-uigetscreenimage-for-app-st/
In my iPhone app, I use UIImagePickerController to allow the users to take photos for use within the app. However, they always seem to come out blurry and/or unstable. What are some best practices when using UIImagePickerController to take photos on the iPhone, to make the pictures come out looking good?
Hold the phone steady.
There isn't anything in the UIImagePickerController usage that can change how blurry the resulting images are.
Maybe you are doing something odd with the images afterwards that is causing the problem ?