did you know jars are just .zip files with .jar at the end but the os treats them differently
if you want to see the contents of a jar rename it .zip
most arhive tools already know that and will open them if you try it…
[quote]I doubt that… you have a link to article or some info we can google about?
I think screenshots take data directly from output of graphics card, the data that arrives in monitor. If it’s like that it would be impossible to hide image from a screenshot.
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My comments are based on the following observations:
First, I once wanted to take a screen shot from a file played in a media player, but all that was pasted was garbage in that particular area of the screen. Launching another media player (which was cumbersome because some applications prevent other instances of themselves to be started at the same time) solved the problem completely.
Second, one of my friends cannot watch video on the TV screen without launching two media players, presumably for the same reason. The first video player launched will show black only. This was observed for Windows Media Player and Media Player Classic.
Third, well, I have seen the problem multiple times, I don’t remember all of them 
Yeah, it’s the use of hardware overlays. IIRC these only get used when the graphics card is doing video decoding (so you’re not going to have this problem with a game) - it bypasses the actual framebuffer and gets composed right at the last minute.
Incidentally if you want to disable these overlays you can turn the ‘graphics acceleration’ slider in windows down. The lowest or second lowest does all of that in software so it’ll screen capture just fine.
you can try this for an even weirder example. open up a movie in a media player [say, winamp], and perform a print screen. paste it into mspaint or whatever, BUT DONT STOP THE MOVIE. the area on the pasted image that came from the media player will continue to update, even though the rest of the image does not [like the clock will never change, for example]
sounds like that is a case of using a color mask for the overlay area. Often a bright purple/pink. The video card can use that colour to know where on the screen it should show the overlay buffer. When you paste into paint you get that exact overlay mask colour in the paint image… if you save the bitmap it should show that colour.
actually, saving the bitmap has the exact same effect as pasting the bitmap into mspaint. even between different photo viewers, it was still playing the movie 
the mask seems to be a shade of black [after stopping the movie]
edit: when it comes to windows at least, the color (16,0,16) always shows the movie when played in winamp. even if this color is drawn by a java program …
The VERY first 3D cards (the early Vodoo cards) did this as well.
Ah yes, those odd pass-though vga cables that were such a pain to twist into the correct shape. I’ve still got a 12Mb voodoo 2 knocking around here somewhere…
[quote]you can try this for an even weirder example. open up a movie in a media player [say, winamp], and perform a print screen. paste it into mspaint or whatever, BUT DONT STOP THE MOVIE. the area on the pasted image that came from the media player will continue to update, even though the rest of the image does not [like the clock will never change, for example]
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When I first experienced that it was like seeing a pink elephant. Luckily there were a couple of other people present to confirm that I was not seeing things 
Actually the reason why I ask how to make .DLL classes, one reason being is that I am trying to create a game that will be able to extract the images from the .DLL classes.
For if all the images is places within the .jar file, the file will be very big. As the game does network over the internet for better gameplay as the game is a MMOPG.
so yah… Don’t know if that will help in any manner, though i did learnt alot from this thread but mostly are side issues…
Cheers… :-\
Um… idont knwo why you think image data in a DLL is going to be any smaller then image data in a JAR file.
In fact, Im not entierly sure how you itnend to PUT an image in a dll since a dll is a code file…
But in anya case there is no need to put your images in the JAR. You can simply serve them to client with an HTTP server and laod them as needed, if you want. You could even then cache them locally and not update them unless the date changes.
(Yould have to write the caching code yourself. Java does eveything else for you.)