How "stream" a part of my screen to another part - user-interface

So I have two big monitors. So I want to "stream" a small important part of the right monitor to the left. I have a specific part like 100x200pixels to the right of my screen I want to show at the very left.
I can do this but in a very ineffektive way by getting the bitmap from the right and displaying it in a gui to the left, then putting it in a loop where I create and destroy the gui showing an updated bitmap every 5 seconds. But this causes flickering and seems like a bad solution.
What is a better way to do this?

One thing that may help and reduce flicker is to use GuiControl. In your loop, instead of recreating the GUI each time, just update the picture control's contents.
GuiControl ,, picture_control_name , %A_Desktop%\updated_pic.bmp

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Gimp Script-Fu: Delete a selection

I'm trying to write a script for Gimp that will crop an image, make a circular selection of what's left, invert the selection, and then delete the selection. I have the cropping, selection, and inversion part done, but the deleting is what's getting me.
(removed old code, see update)
That's the code I have. What's confusing me about the gimp-item-delete code is the item. I understand that I need to define my current selection as the item, but I'm not sure how to do this. If someone could explain how to do this, I would greatly appreciate it! Alternatively, if there's an easier way to do what I'm trying to do (but preferably still in a script), please let me know what you think. My knowledge of this coding is pretty limited, so simple explanations are appreciated.
UPDATE/EDIT:
Here's the (full) updated code:
; XML2 Conversation Portrait Preview Crop
(define (script-fu-xml2-convo-preview image layer)
(gimp-image-undo-group-start image)
(gimp-selection-none image)
(gimp-image-resize image 152 152 -280 -496)
(gimp-layer-resize-to-image-size layer)
(gimp-image-select-ellipse image 0 0 0 152 152)
(gimp-selection-invert image)
(gimp-displays-flush)
(gimp-drawable-edit-clear layer)
(gimp-selection-none image)
(gimp-image-undo-group-end image)
)
; populate script registration information
(script-fu-register
"script-fu-xml2-convo-preview"
"XML2 Conversation Portrait Preview Crop"
"Crops the preview window for XML2 conversation portraits."
"BaconWizard17"
"BaconWizard17"
"September 2021"
"*"
SF-IMAGE "Image" 0
SF-DRAWABLE "Layer" 0
)
; register the script within gimp menu
(script-fu-menu-register "script-fu-xml2-convo-preview" "<Image>/Marvel Mods/Skin Previews/XML2 PC")
So when I'm running this script, it appears to just crop it and doesn't delete the inverted circular selection. However, if I interact with the image in any way (click on it, duplicated it, copy/paste it, undo/redo), it will correct itself and show the properly cropped image with the deleted circular corners. When I first run the script, it also shows the incorrect image up at the top where you can pick which image you're working on, but after interacting with the image it will show the correct image. Here's an example:
The starting image that I create from the clipboard with Ctrl+Shift+V (after screenshotting it from the game using PrtScr):
Then, I run the script, which results in this:
At the top of the screen, the image shows up like this (which is the top left 152x152 pixels of the starting image:
How the image looks once I interact with it in any way (clicking on it, copy/pasting it, duplicating it, undoing/redoing the operation):
The thumbnail at the top of the screen after I interact with the image:
Maybe it's getting hung up on something during the operation? I'm not sure. I understand if this issue is unavoidable, but I would prefer to be able to just run the script and move on rather than having to interact with the image to get it to show up correctly. The image does have an alpha layer when it's pasted in.
gimp-item-delete is a memory/object management thing and is rarely used. What you are looking for is gimp-drawable-edit-clear.
Note that it should be done (together with your final gimp-selection-none) before gimp-image-undo-group-end if you want your whole script to be undone by a single Ctrl-Z.
Edit: It appears that your code works, it's just that the display isn't updated to show the result, which is exactly what gimp-display-flush is meant to do, so why is your code calling it before gimp-drawable-edit-clear? gimp-display-flush ought to be about the last thing done by your script.

Photoshop CS6: Small Image Floating At Top-Left of Primary Image Window

I don't remember how it started, although I believe it began after using 3D tools at one point. I was looking for TWO answers, if possible:
For some reason, I find this hard to describe in words, so following the description is a link to a screenshot.
When I open, or create a new image followed by pasting an image from the Clipboard, in Photoshop, there is this zone at the top-left of the image window containing a smaller image, which is surrounded by an area that appears to be transparent - but when clicked on, or the window itself is moved, this "picture-in-picture" feature disappears - then comes back after the dragging is finished.
SCREENSHOT: http://i.imgur.com/MJq8I1W.jpg
1) What is this "feature" named?
2) How do I turn it off?
Thank you!
I don't think I can tell what you hit, or where this is located from the image you shared... can you upload a more comprehensive interface snapshot? It feels like you simply have a duplicate layer on top of your main layer...
Perhaps take a look at your workspace settings and try going to essential and see if that preview panel goes away.

How to easily crop the same image multiple times

I have a set of really big images out of which I need to crop little snippets. These snippets are all exactly the same size but don't follow a strict pattern so I can't do this programatically.
Ideally I would like to open up one of the big files and be able to point and click on say, the top left corner of a snippet and have that automatically be saved to disk without even having to enter a file name, and then continue on with the rest. (Of course this would be the ideal way which I know is probably way off the real possible way!).
I started doing this in Photoshop CS4 but cropping a snippet, saving, undoing (to get to the full image), and starting over again takes way too long.
Maybe someone has a better way to do this in photoshop or in some other software.
Thanks for reading!
Instead of cropping and undoing, you could:
make (or resize) a selection
copy the selection to a new image
save the image
close the image
You might need to split it into two actions, I don't know enough about programming Photoshop.
Thank you everyone for your input.
I ended up doing this with a suggestion a colleague of mine came up with. It consisted of creating a Photoshop "slice" over the first region I wanted to crop and then cloning that region over the rest of the other sections. After that, using Save For Web (and ofter hitting Continue when PS complained about how that image was way beyond Save For Web's capabilities) I could save all images at once.
This was the fastest and easiest method I could find. Until then I was going with Mark Ransom's method.

Mirroring a portion of the screen to an external display (in OSX)

I would like to write a program that can mirror a portion of the main display into a new window. Ideally this new window could then be displayed on an external monitor. I have seen this uiltity for a flightsim that does this on a pc (a multifunction display extractor).
CLick here for a screenshot of the program (MFD Extractor)
This would be a live window ie. constantaly updated video display not just a static graphic.
I have looked at screen magnifiers or vnc clients for ideas but I think I need to write something from scratch. I have tried to do some reading on osx programing but where do I start in terms of gaining access to the display? I somehow need to extract the graphics from a particular program. Is it best to go near the final output stage (the individual pixels sent to the display) or somewhere nearer the window management stage.
Any ideas or pointers would be much appreciated. I just need somewhere to start from.
Regards,
There are a few ways to do this:
Quartz Display Services will let you get access to the video memory for a screen.
Quartz Window Services (a.k.a. CGWindow) will let you create an image of everything that lies below a window. If you create a borderless, transparent, empty, high-level window whose frame occupies an entire screen, everything below it will be everything on that screen. (Of course, you could create a smaller window in order to copy a section of the screen.)
There's also a way to do it using OpenGL that I never fully understood. That technique is demonstrated by a couple of code samples, OpenGLScreenSnapshot and OpenGLCaptureToMovie. It's more or less obsoleted by CGWindow, though.
Each of those will get you an image that you can then show or write to a file or something.
To show an image, use NSImageView or IKImageView. If you want to magnify it, IKImageView has a zoomFactor property, but if you want nearest-neighbor scaling (like Pixie, DigitalColor Meter, or xScope), I think you'll need to write a custom view for that (but even that isn't all that hard).

What is a robust method for capturing screen of child window in Windows 7?

Pardon my frustration. I've asked about this in many places and I seriously don't think that there wouldn't be a way in Windows 7 SDK to accomplish this.
All I want, is to capture part of a 'child window' ( setParent() ) created by a parent. I used to do this with bitblt() but the catch is that the child window can be any type of application, and in my case has OpenGL running in a section of it. If I bitblt() that, then the OGL part comes blank, doesn't get written to the BMP.
DWM, particularly dwmRegisterThumbnail() doesn't allow thumbnail generation of child windows. So please give me a direction.
Thanks.
It's been a while since I did any of this, so my explanation might be a bit vague, but from what I remember, the Windows doesn't "see" the OpenGL rendered inside the window.
What Windows does is create the window at the specified size and then "hands it over" to OpenGL for rendering. This means that you can't get at the pixels as rendered from the Windows side of the code.
When we wanted to capture the 3D we had to re-render the screen to an off screen bitmap which was then saved (or printed).
Obviously a whole screen capture (Print Screen) works because it's reading the final pixels.
I suggest that you:
Forget the Thumbnail part of the task (in terms of capture).
Calculate where your window is.
Capture full screen.
Excise the area you are interested in (using data from step 2).
Rescale to the appropriate thumbnail size.
Sorry, its more work, but it should work, which is better than what you have right now.
This may help:
http://code.google.com/p/telekinesis/source/browse/trunk/Mac/Source/glgrab.c?r=140
http://www.codeproject.com/KB/dialog/screencap.aspx
Also Java's Robot class (http://java.sun.com/javase/6/docs/api/java/awt/Robot.html#createScreenCapture%28java.awt.Rectangle%29)
I don't have access to the source code of any child window that may be open including the one with OpenGL

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